**Sword Tattoo.** You can instantly make a single attack using a light weapon. **Fish Tattoo.** You can instantly take a Disengage or Dodge action. **Vortex Tattoo.** You can instantly teleport up to 3m/10ft to an unoccupied space you can see. **Crystal Tattoo.** Choose a creature within 9m/30ft of you. You can instantly pull them 1,5m/5ft towards your direction. **Lyre Tattoo.** Choose a creature within 3m/10ft of you. Make a Charisma (Peformance) check contested by their Wisdom (Insight) check. If the creature fails, it becomes Charmed by you until the start of your next turn. **Goggles Tattoo.** If you make an Intelligence, Wisdom or Charisma check, you gain knowledge about a creature or object you can see. You learn about all of its damage resistances, immunities or vulnerabilities (your choice), if any. **Spider Tattoo.** If you are grappling, shoving, climbing, or tumbling through a creature, it has disadvantage on the first attack of its next turn. **Top Hat Tattoo.** You can instantly take a Use an Object action without anyone noticing, and you can speak without moving your mouth until the start of your next turn. **Tressym Tattoo.** You can see invisible creatures or objects and into magical darkness until the start of your next turn. **Wyrm Tattoo.** Walking, swimming and climbing doesn't cost you any extra feet until the start of your next turn. **Lightning Tattoo.** You gain 4,5m/15ft of additional movement until the start of your next turn. **Magmin Tattoo.** Your weapon attacks deal fire damage instead of their normal damage until the start of your next turn. **Spring Tattoo.** Your jump distance is tripled for any one jump that you make before the start of your next turn. **Specter Tattoo.** You become invisible until the end of your next turn. This effect ends if you attack or cast a spell. **Mug Tattoo.** You can instantly drink up to two potions. If you spend an additional will point, until the end of the turn you gain the full effects of potions you drink while consuming only half of their total content.
**Acrobat Tattoo.** Until the end of the turn, your weapon attacks deal additional damage equal to 1d8 + your proficiency modifier when you hit the last creature that you successfully tumbled through this turn. You can't be using a shield or heavy armor when you activate this effect. **X Tattoo.** Until the end of the turn, your weapon attacks that miss still deal half damage if the target hasn't taken a turn yet this round. You can't be using a shield or heavy armor when you activate this effect. #### Upgrades At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades. **Swift.** Your walking speed increases by 1,5m (5ft.). **Alert.** You add a +2 bonus to initiative. **Multitasker.** Choose a skill you're proficient with. Ability checks with that skill (that would be made as an action) can also be made as a bonus action. **Tactical Warning.** After you roll initiative, another creature of your choice adds a +2 bonus to their initiative.
**Spellcasting Focus.** Like a bard, you can use a musical instrument as a spellcasting focus for your bard spells.