Your character starts with the following competencies:
Violence: Daggers and rapiers
Trickery: Deception or persuasion
Trade: Calligraphy and three performance skills of your choice
Languages: A dead language of your choice
Your character starts with the following traits:
Resilience. Your Reflex and Will increase by 1.
Inspiration. A number of times per day equal to half your Trickery die, as a bonus action you can grant a creature who can hear you a d6 inspiration die that lasts ten minutes. A creature can only have one inspiration die at a time. Until it expires, that creature can add the d6 to one check they make.
Your character starts with the following abilities:
ARCANE, ENCHANTMENT, POWER 0
As an action, you play music or sing a song targeting a creature that can here you who you know the location of and have seen before. The creature takes 1d4+Trickery psychic damage. If you wound it with this ability, it has disadvantage the next check it makes before the end of its next turn.
ARCANE, ENCHANTMENT, POWER 1
As an action, you use a performance skill to further a cause. State a goal or intention. Any creatures who can perceive the performance have advantage on checks that further your cause, and disadvantage on checks that oppose it as long as you continue taking actions to perform.