Bard
Base Class: Bard

Like all bards, Arcane Performers live to tell stories. However, they do not stop at just using sound or acrobatic stunts to convey their tales to their audiences. These bards have trained restlessly for many months, or even perhaps years, to improve their control over benign illusion magic. Using this magic, they bring their stories to life, adding in the feeling of a cold autumn breeze flowing through the crowds; the sensation of rain landing on your skin, without having to actually get wet; or the smell of a bustling food market, amongst other stimuli. The purpose of an Arcane Performer is to transport their audience to a world filled with wonder and delight, free from the despair and melancholy of everyday life, or perhaps the opposite, depending on the performance. Their mastery over illusions isn't just limited to entertaining, however. The same soothing melody that was played to a young hero could be the very same tune that is used to bolster their resolve once they have lost hope. The few Arcane Performers who decide to take up a more dangerous approach to adventuring are well known for their ability to swiftly restore what was seconds ago decimated moral, quickly turning the tide of battle in their side's favour. 

Phantasia

Beginning at 3rd level, using your extensive control over illusions, you can create images, sounds, and smells within a 15 foot cube within 10 feet of you. You can choose to add the sense of touch and taste to your creations. If you do, you get to decide how they feel and what they taste like. If you are performing on a theatrical stage for a non-hostile audience, this size increases or decreases to fit the size of the stage and the space above the audience's heads, to a maximum of 20 feet. You cannot create illusions outside of this area until you have finished performing. Starting a performance takes an action to start and a bonus action to finish. Alternatively, you can end a performance by leaving the cube. All effects end automatically once you stop performing, or until 1 hour has passed.

These creations are obviously illusions, and as such creatures with an intelligence score of 10 or higher automatically succeed their check to determine if they are real. You can create as many instantaneous effects as you please but can only have 3 persistent effects active at a time. Illusions such as a flock of birds or a forest background only count as one persistent effect. If you decide to create another persistent effect while already having 3 active, you choose which one to remove, including the new one. You can deactivate any number of illusions at once whenever you want.

Your performance affects the mood of those who witness it, but it cannot cause any conditions, for example the Frightened, Charmed, or Blinded conditions. The illusions are also incapable of causing harm, with the strongest stimuli being a light shove; a loud but not deafening shriek; a revolting but not vomit educing stench or flavour; and a terrifying but not traumatising sight. This ability can be used a number of times per long rest equal to your proficiency bonus

Bolstering Motivator

Starting at 6th level, before using the Countercharm feature, you can choose to empower it, changing it into a much grander performance. The normal effects of Countercharm are still active, while you also gain access to new ones. While performing, you and any creatures you choose within 30 feet of you gain immunity to being frightened. You can also grant a number of creatures equal to half your proficiency bonus (rounded down) advantage on wisdom saving throws. While performing, your speed is reduced to 10 feet, and you can't take any other actions while performing other than to continue the performance. If you take damage while performing, you must succeed a wisdom saving throw with a DC of 12 to maintain concentration, or else your performance will revert to a regular countercharm. If you are concentrating on a spell before you perform, you lose concentration on that spell once you start.

The affected creatures must be able to reasonably sense your performance to benefit from it. For example, if you were to create the silhouettes of a soldier's loved ones, the creations would have to be within the soldier's line of sight. Another example would be the comforting feeling of a fireplace. An affected creature would have to both be comforted by this feeling and be able to feel it to a reasonable degree in order to benefit from this feature.

You can use this feature once per encounter and only a limited number of times in between long rests equal to your charisma modifier.

Repeated Exposure

Also at 6th level, having spent so much time around mirages, you have picked up on subtle give-aways that most people would miss. You gain advantage on ability checks to see through illusions.

Shared Daydream

At 14th level, after having spent so much time performing with the help of illusory magic, you have gained enough mastery to expand what you're capable of. Phantasia's area of effect increases to a 150 foot cube within 145 feet of you. Additionally, you and anyone performing along side you automatically succeed on performance checks that have a DC of 15 or below.

You have become so good at creating mirages that you can choose to make them lifelike. If you purposefully try to create convincing illusions, creatures with an intelligence score of below 15 must make an intelligence check higher than your spell save DC or believe that your illusions are real. You are still unable to cause harm or inflict conditions with this feature, and creatures with an intelligence of 15 or higher still automatically know that your illusions aren't real.

Additionally, the number of persistent effects has increased to 5.

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