**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. **Heart Tattoo.** You can instantly drink a potion.
**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.