Base Class: Bard
Level 3 – Persona of the Velvet Mask
You develop a signature stage persona—The Seductress or The Punisher—each with a unique flair. You can adopt a persona as a bonus action, and it lasts for 10 minutes. You may use this feature a number of times equal to your Charisma modifier per long rest.
The Seductress
Your charm is magnetic. You gain proficiency in Deception if you don’t already have it. When a creature fails a saving throw against a spell that causes the Charmed condition, you can expend one use of Bardic Inspiration to force that creature to have disadvantage on its next attack roll or saving throw.
The Punisher
Your flair turns violent. You gain proficiency with whips. You can use your Charisma modifier instead of Dexterity for attack and damage rolls with a whip. When you hit with a whip attack, you may use your Bardic Inspiration to deal extra damage equal to the inspiration die.
(You can change personas during combat using a bonus action.)
Level 3 – Whip Dancer
Your whip becomes an extension of your performance. When wielding a whip:
Your reach increases by 5 feet for interacting with objects (e.g., grappling hooks, levers, etc.)
You can use Dexterity (Acrobatics) checks with advantage when swinging or balancing using your whip.
Level 6 – Flourish of Command
When you expend a Bardic Inspiration die to affect an ally or enemy, you can choose one of the following flourishes:
Terror Flourish – The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + Charisma mod) or become frightened of you until the end of its next turn.
Velvet Chains – A creature hit by your whip must succeed on a Strength saving throw (same DC) or have its speed reduced to 0 until the start of your next turn.
Echoing Lash – Add psychic damage equal to your Bardic Inspiration die when using it on an attack.
Level 14 – Curtain Call
Your mastery over performance and control reaches its climax. When you adopt a persona, you can choose to activate both personas at once. Doing so lasts for 1 minute and gives you:
You have resistance to psychic damage.
You gain a bonus to Charisma saving throws equal to your proficiency bonus.
Your whip attacks score a critical hit on a 19 or 20.
When you deal psychic damage with Bardic Inspiration, you can reroll any 1s or 2s.
Once you use Curtain Call, you must complete a long rest before doing so again.
Level 3: Persona of the Velvet Mask
You adopt a unique stage persona that transforms how you perform and interact.
Choose one persona when you finish a long rest:
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The Spotlight – You become a dazzling performer. You can add double your proficiency bonus to Performance checks. When you use Bardic Inspiration, the target also gains temporary hit points equal to your Charisma modifier (minimum 1).
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The Shadow – You master subtlety and misdirection. You gain proficiency in Stealth. When you succeed on a Stealth check in combat, your next attack or spell deals extra psychic damage equal to your Bard level.
Whip Dancer
Your circus training has turned the whip into a precise instrument of control and motion:
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You gain proficiency with the whip if you don’t already have it.
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You can use your Charisma modifier in place of Strength or Dexterity for whip attack and damage rolls.
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While holding a whip, you have a climbing speed equal to your walking speed and advantage on Acrobatics checks to swing or leap across gaps.
Level 6: Flourish of Command
Your performances now ripple with magical undertones. When you use Bardic Inspiration, choose one:
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The ally gains advantage on their next Charisma-based ability check within 1 minute.
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The ally’s movement does not provoke opportunity attacks for 1 turn.
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You may immediately move 10 feet without provoking opportunity attacks (reaction).
You can use this feature a number of times equal to your Charisma modifier per long rest.
Level 14: Curtain Call
You’ve mastered the final flourish. As a bonus action, you can create a phantasmic illusion of yourself (no concentration required), which dances, distracts, or mimics your movements.
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It appears within 10 feet of you and lasts for 1 minute or until you dismiss it (no action).
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The illusion can’t speak or attack, but it follows you and mimics actions.
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When a creature targets you with an attack or spell, roll a d6. On a 4 or higher, the illusion is targeted instead. This consumes your reaction.
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You can use this feature once per long rest, or again by expending a 5th-level spell slot.
This reminds me of persona lol
Good subclass thou
Very interesting and well written but i think you could make it stronger, its really complementary of the Bard ally gameplay but you could go a bit more heavy handed on the added strenght.