Base Class: Bard
These bards excel at pretending to be something that they’re not, lending them to actually becoming something they’re not.
Assume Persona
You gain a minor feature based on a class you select, other than bard. You may change this selection at the end of a long rest.
Artificer
At the end of a long rest, you may transform one nonmagical item you touch, into a +1 variant of itself. You may end this effect at any time, and may only have one item enchanted at once. The enchantment disappears when you no longer have this option selected.
Barbarian
As a bonus action, you enter a minor rage, granting +3 to damage rolls. This rage lasts for one minute. Once per long rest.
Blood Hunter
As a bonus action, you deal 1d6 necrotic damage to yourself that cannot be reduced in any way. If you do so, your blade erupts into flames for the next minute, dealing an additional 1d6 fire damage on a hit.
Cleric
Once per long rest, you may use an action to channel divinity, using the below option:
Muse’s Inspiration. You grant a d20 or bardic inspiration to a creature you can see.
Druid
You gain a use of Wildshape, which maybe used to transform into any beast up to CR 1/4 as a bonus action that lacks a flying speed. Once per short rest. You may still cast spells while in this form, and you remain in said form for one hour.
Fighter
Once per long rest you may expend this feature to take two magic actions in one turn. You may cast one additional spell with a spell slot of 1 or higher despite the rule against it on this turn.
Ilrigger
You gain the following song of hell option using charisma, which may be used once per long rest:
Manipulating Contract. You cast the Geas spell on a creature who has just spoken or written a promise within earshot or sight of you respectively. The creature has disadvantage on the saving throw if they spoke the promise to three or more people including you.
Monk
You may make an unarmed strike as a bonus action. This special unarmed strike uses charisma, rather than Strength or Dexterity. Your unarmed damage die becomes a d4
Oracle
You gain a +2 bonus to all intelligence based rolls if you spend one minute making them. You gain a +1 bonus to your melee weapon attack rolls.
Paladin
Your AC increases by 2.
Psion
You learn the mage hand Cantrip, and when you cast it you may make the hand invisible. You can make unarmed strike attacks with the hand as part of casting, and the damage die is 1d6 plus your charisma modifier force damage.
Ranger
You become proficient in any martial weapon of your choice, and magically summon one to your hand until you no longer have this option selected, at which point the weapon disappears. You have advantage on attack rolls with ranged weapons, and may reroll the damage dice of a ranged attack one time, using the higher roll.
Rogue
Whenever you have advantage on an attack roll with a simple weapon, if it hits you may add 1d8 force damage to the damage of that attack, as you flourish your blade, magical energy shimmering around it.
Sorcerer
You gain 2 sorcery points, which may either be converted into a first level spell slot, or spent on the dramamagic options below:
Extravagant Spell: 2 Sorcery Points. You perform extraordinary movements during the casting of the spell, allowing you to cast the spell as though it had been cast with a spell slot of one level higher.
Suspenseful Spell: 1 Sorcery Point. You tie a spell to a creature or object you can see within the range of the spell, casting the spell as normal, and the spell does not take effect immediately. As a bonus action, you may trigger the spell, targeting that creature or object, without any Verbal, Somatic, or Material components, and with unlimited range. A spell may only be delayed for up to one hour.
Warlock
You learn the Eldritch Blast Cantrip. When you cast eldritch blast, it deals additional damage equal to your Charisma modifier.
Wizard
You learn a 3rd level wizard spell, which you may cast once per long rest without expending a spell slot.
Convincing Act
You are considered to be of every class and creature type you choose for the purposes of magical effects. You may select your classes and creature types you wish to be considered at the end of every short or long rest.
Second Persona
You gain an additional choice from the Assume Persona feature.
Previous Versions
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7/6/2025 1:36:27 AM
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