Base Class: Bard
You’ve always seen the world as a game - a system of mechanics, stats, and hidden rules. Magic is just another interface to manipulate, and your understanding of it turns every encounter into a strategy. You level up, optimize, and exploit the system in ways that other spellcasters can’t imagine.
(Bard variant)
Meta Awareness
At 3rd level, you perceive the battlefield like a live interface, noticing patterns, weak points, and hidden mechanics that others miss. You gain the following benefits:
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Spell Surge: You can use a Bonus Action to surge an spell attack, causing you to immediately reroll any 1s and 2s on the damage dice once.
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System Insight: You can maintain a “mental HUD” of up to three active spell effects or conditions on creatures you can see. You automatically know whether a creature is under the effects of a spell or magical condition (e.g., Bless, Hold Person, Shield), even if you normally couldn’t detect it.
Lagless Reflex
At 3rd level, you have learned to anticipate and react with frame-perfect precision, seeing the battlefield like a live game interface.
When it’s your turn, you can take one additional bonus action on that turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.
Respawn Protocol
At 6th level, the system refuses to let you die - you “respawn” at the last checkpoint in the battlefield. When you drop to 0 hit points, you can activate your “respawn” once per long rest:
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You are immediately reduced to 1 hit point instead.
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You gain temporary hit points equal to your Bard level.
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You can use a bonus action on your next turn to teleport up to 15 feet to a safe location.
Critical Glitch
At 14th level, the world glitches in your favor; numbers jump, defenses falter, and your spells strike as if the system itself is bending to your will. You can manipulate the underlying “system” of reality to ensure your magic hits with uncanny precision.
As an bonus action, choose one creature you can see within 60 feet. Until the start of your next turn, any saving throw the creature makes against your spells automatically fails.
Once you use Critical Glitch, you can’t use it again until you finish a long rest. If you attempt to use it again, it works as normal but you take a level of exhaustion.
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