Base Class: Bard
The elven settlement of Fort Veyell is a centre of a criminal underworld which stretches the length of the Refuge Isles. Members of this community are trained from youth to be part of this web, in whatever direction their natural talents suggest. Bards are trained to infiltrate all levels of society, collect information and provide support and run interference for covert operatives.
Criminal Proficiencies
When you join the School of Infiltration at 3rd level, you gain proficiency in Persuasion, Stealth, Sleight of Hand and Thieves' Tools.
Distracting Words
Also at 3rd level, you learn how to turn the heads of those around you - distracting them from what they might otherwise see. As a reaction, when creature (that's not immune to being charmed) you can see within 60ft makes a perception or investigation check, you can expend one use of Bardic Inspiration, roll the die and subtract it from their roll. When you use this ability, if you were hidden you are no longer hidden. This can be used against contested rolls, for example when an ally is using stealth and is about to be spotted.
Truly Charming
From level 6 onwards, when you cast Charm Person and the spell reaches the end of its duration and expires, the target is not aware that you cast Charm Person on them. This doesn't apply if Charm Person is broken by hostile actions.
Sincerity
Starting at 14th level, when the target of one of your spells rolls a WIS or CHA save to resist the effects, you can expend a use of Bardic Inspiration, roll the die and subtract it from their result. You can choose to do so after the target rolls, but before the DM tells you if it's a success of not.
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