Artistry

* HD: 1d8
* Bonus Skill Points: Extra
* Spellcasting: Moderate

Artistry can take many forms. Jacks of all trades, scholars, performers, scoundrels, bards, or a mixture of all; those with an [***Artistry***] talent possess a quick wit. They also have an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger.

##### **Primary Selection**

Inspiration [***Artistry***]

You can use a bonus action on your turn to choose one creature other than yourself within 12 m of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. In addition, the Inspiration die can be added to a damage or a healing roll from casting a spell. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this ability a number of times equal to your 1 + Presence modifier or Manipulation modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Inspiration die changes when you reach certain levels in [*Artistry*]. The die becomes a d8 after 5 level picks, a d10 after 10 level picks, and a d12 after 15 level picks.

##### **Secondary Selection**

* **Master of Some** [***Artistry***]: You gain 5 skill points in at least 4 different skills. With this ability, you cannot increase any skill rank beyond rank 2. One skill point you must spend in Academics and one in Arts & Craft. In addition, you also add half your proficiency bonus (rounded up) to your initiative checks. If you pick Master of Some, you cannot pick Jack of all Trades.
* **Jack Of All Trades** [***Artistry***]: In skills you do not already have any skill points invested in, except for Academics and Arts & Craft skills, you can add half your proficiency bonus (rounded up) to your skill checks. In addition, you also add half your proficiency bonus (rounded up) to your initiative checks. If you pick Jack of all Trades, you cannot pick Master of Some.
* **Unarmored Defense** [***Artistry***]: While you are not wearing any armor or wielding a shield, your armor class equals 10 + your Dexterity modifier + your Manipulation modifier. The Dexterity and the Manipulation modifier cannot exceed your proficiency bonus individually.

##### **Primary Selection**

College [***Artistry***]

* ***Charmer - Protective Pomp***: You inspire resilience in your allies, making them more determined to stand firm. When you pick this ability, choose either Presence or Manipulation. As a bonus action, you can spend one use of Inspiration and choose a number of creatures (minimum 1) that can either see you (Presence) or hear you (Manipulation). The designated creatures receive 5 temporary hit points and they can immediately use their reactions to move up to half their speed. This movement does not provoke attacks of opportunity. The number of temporary hit points increases when you reach certain total levels, increasing to 10 at 5th total level, 15 at 10th total level, and 20 at 15th total level.
* ***Connoisseur - Cutting Words***: When a creature that you can see within 12 m of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Inspiration, rolling an Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this ability after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
* ***Dancer - Ballet of Blades***: Whenever you make an attack action on your turn, your walking speed increases by 2 m until the end of your turn. Additionally, once per turn, you may apply a Ballet of Blades option to a successful melee weapon attack:
	+ ***Waltz***: You can expend one use of your Inspiration dice to cause the melee weapon attack to deal more damage equal to the number rolled on the Inspiration die. In addition, you may add the result of your Inspiration die to your AC, or to an ally of your choice within 6 m of you that can see or hear you, until the start of your next turn.
	+ ***Conga***: You can expend one use of your Inspiration dice to cause the melee weapon attack to deal more damage equal to the number rolled on the Inspiration die. In addition, you deal damage to any other creatures within 1 m of you that you can see equal to the number rolled on the Inspiration die.
	+ ***Tango***: You can expend one use of your Inspiration dice to cause the melee weapon attack to deal more damage equal to the number rolled on the Inspiration die. In addition, you can push the target up to 1 m + half the number rolled on the Inspiration die (minimum 1) away from you. Immediately after, you can spend your reaction to move up to half your speed to an unoccupied space within 1 m of the target, or as close as possible. Alternatively, instead, you can allow an ally within 6 m of you that hears or sees you to spend their reaction and to move up to half their speed to an unoccupied space within 1 m of the target.
* ***Duelist - Inspiring Bravado***: A creature that has been given an Inspiration die from you can add the Inspiration die to weapon damage rolls. Additionally, you may spend a bonus action and an Inspiration die to heal yourself or an ally within 6 m of you that can see or hear you, equal to the number rolled on the Inspiration die plus half your proficiency bonus (rounded up).
* ***Mummer - Subjugation***: Whenever a creature rolls a saving throw from an enchantment or illusion spell you cast that only targets one creature and requires a saving throw, you may use your bonus action and an Inspiration die to lower the result of the saving throw equal to the number roll on the Inspiration die. You may spend an Inspiration die this way after the saving throw is rolled but before the GM declares if the creature succeeded or not.

##### **Secondary Selection**

College [***Artistry***]

* ***Connoisseur - Bonus Proficiencies***: You gain four skill points.

* ***Dancer - Bonus Proficiencies***: You gain proficiency with medium armor, heavy armor, and one weapon of your choice.

* ***Duelist - Bonus Proficiencies***: You gain proficiency with medium armor, shields, and one weapon of your choice.
* ***Mummer - Words of Dominance***: Once per short or long rest, you can attempt to enforce your will upon a humanoid by talking uninterrupted with the target for 1 minute. When the conversation ends, the humanoid must succeed on a Resolve saving throw (frighten) or a Composure saving throw (charm) against your spell save DC or be frightened or charmed of you or another creature of your choice. The target remains frightened or charmed until it is attacked or damaged until it witnesses its allies being attacked or damaged or until an hour passes. The target has no hint that you tried to frighten or charm it if the target succeeds the saving throw.

##### **Primary Selection**

Serene Display [***Artistry***]

Once per long rest, you can make your allies more serene with a special performance as an action. For ten rounds, whenever you or an ally within 6 m of you that can hear and see you, casts a healing spell that targets you or an ally within 6 m of you, the spell heals an extra amount equal to your proficiency bonus. The range of this ability increases to 12 m after 13 level picks of [*Artistry*].

##### **Secondary Selection**

Expertise [***Artistry***]

You gain two skill points in two skills of your choice, and you may gain rank 5 for both of the chosen skills.

#### **Level 4**

Ability Score Improvement or Feat [***Artistry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Font of Inspiration [***Artistry***]

You regain all of your expended uses of Inspiration when you finish a short or long rest.

#### **Level 6**

Snap Out [***Artistry***]

As a reaction, you can start a performance. Until the start of your next turn, you and any friendly creatures within 6 m of you have an advantage on any mental or social saving throws they make. A creature must be able to hear you gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

#### **Level 7**

College **[*Artistry*]**

* ***Charmer - Sublime Splendor***: Once per long rest, you can transform into a form of transcendent beauty by casting Command as a bonus action. This cast of Command is considered Soul Mastery. Your transformation lasts for 10 rounds or until you lose your concentration (as if you were concentrating on a spell). As long as you remain in this form, you can cast Command as a bonus action once on each of your turns as Soul Mastery. If you target a creature that is already charmed by you with a Command that you cast with this ability, the creature automatically fails its saving throw.
* ***Connoisseur - Additional Magic Secrets***: You learn two spells of your choice. A spell you choose must be of a level you can cast or a cantrip. You must possess at least 3 levels in [*Artistry*] to acquire this ability.
* ***Dancer - Extra Attack***: You can attack twice, instead of once, whenever you take the attack action on your turn.
* ***Duelist*** *- **Extra Attack***: You can attack twice, instead of once, whenever you take the attack action on your turn.
* ***Mummer - Mask Maker***: Once per short or long rest, when a humanoid dies within 6 m of you, you can use your reaction to capture their mask. You keep their mask until you use it or you finish a long rest. You can use the mask as an action and gain a number of benefits:
	+ You look exactly like the dead humanoid, but healthy and alive.
	+ Whilst in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life but doesn't include secrets.
	+ A creature can attempt to peer past your mask by contesting you with your Dec (Man) with their Emp (Com). You gain a +5 bonus on this check.
	+ Your disguise lasts for 1 hour or until you end it as a bonus action.

#### **Level 8**

Ability Score Improvement or Feat [***Artistry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

General Upgrade [***Artistry***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 10**

Expertise [***Artistry***]

You gain two skill points in two skills of your choice, and you may gain rank 5 for both of the chosen skills.

#### **Level 11**

Magical Secrets [***Artistry***]

Choose two spells of level 3 or below or one spell of level 4 or below. You can cast these spells as Soul Mastery once per long rest. You can choose spells that include Soul consumption this way, but you must consume the Souls as normal if you do.

#### **Level 12**

Ability Score Improvement or Feat [***Artistry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

General Upgrade [***Artistry***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 14**

Magical Secrets [***Artistry***]

Choose two spells of level 4 or below or one spell of level 5 or below. You can cast these spells as Soul Mastery once per long rest. You can choose spells that include Soul consumption this way, but you must consume the Souls as normal if you do.

#### **Level 15**

College [***Artistry***]

* ***Charmer - Regal Visage***: Once per short or long rest, you may ooze nobility and majesty for 10 rounds as a bonus action. For the duration, whenever any creature tries to target you with a weapon or spell attack for the first time on a turn, the attacker must make a Composure saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has a disadvantage on any saving throw it makes against your spells on your next turn.
* ***Connoisseur - Peerless Skill***: When you make an ability check, you can expend one use of Inspiration. Roll an Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
* ***Dancer - Grand Ballet***: Whenever you use a Ballet of Blades option, you can roll a d6 and use it instead of expanding an Inspiration die.
* ***Duelist - Spellsword Mastery***: When you use your action to cast a spell, you can make one weapon attack as a bonus action.
* ***Mummer - Unknowing Blackmail***: Once per long rest, you may attempt to unknowingly blackmail another creature. Choose a creature within 6 m of you that can hear you and share a language with you. As an action, you magically whisper a phrase that only your target can hear after which the target must make a Composure saving throw against your spell save DC. On a successful saving throw, your whisper sounds like unintelligible mumbling and does not affect. On a failed saving throw, the target suffers a number of effects:
	+ The target believes you know a mortifying secret of theirs, and becomes charmed by you for the next 8 hours, or until you or your allies attack it, damage it, or force it to make a saving throw.
	+ You gain no knowledge of this secret, but the target is convinced you know it.
	+ The charmed creature believes it is blackmailed by you and follows your commands in fear that you will reveal their secret. It won’t risk its life for you unless it was already inclined to do so, but it treats you like a close friend and may offer you favors and gifts.
	+ When the effect ends, the creature does not remember why they were afraid of you, but they remember everything else that happened during the duration of this ability.

#### **Level 16**

Ability Score Improvement or Feat [***Artistry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

General Upgrade [***Artistry***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 18**

Magical Secrets [***Artistry***]

Choose two spells of level 5 or below or one spell of level 6 or below. You can cast these spells as Soul Mastery once per long rest. You can choose spells that include Soul consumption this way, but you must consume the Souls as normal if you do.

#### **Level 19**

Ability Score Improvement or Feat [***Artistry***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Superior Inspiration [***Artistry***]

When you roll Initiative or cast a spell of 5th level or higher, and have no uses of Inspiration left, you regain one use.