Nifft
Penguin Herder
5e Chameleon
"Someone called for a cleric? Oh, you needed a fighter instead? I'm sorry -- I meant to say that the cleric is on his way. I'm the fighter." -- Jonata Quimbel
Sometimes it's good to be a fighter, able to wield any weapon. Other times, you'd be better off as a rogue, with stealth and the ability to backstab foes. And sometimes, nothing but spells will do the trick. When these situations collide and you need one answer, you need a chameleon.
Chameleons are dilettantes in every class and masters of none. They know enough of each class's skills and abilities to mimic that class effectively. You can masquerade as a fighter, a rogue, or even a wizard or a cleric. Part of it is power, of course — you learn to harness your own natural energy, shaping it into whichever class you require that day. But the rest is pure attitude — you are a talented performer, and when you walk into a room with a holy symbol around your neck, people believe you have true faith.
Image Source
Class Features
As a Chameleon, you gain the following class features.
Hit Points
Hit Dice: 1d8 per chameleon level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chameleon level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one from Disguise Kit, Forgery Kit, Gaming Set (one type), or Musical Instrument (one type).
Saving Throws: Charisma
Skills: Choose one from Acrobatics, Insight, Investigation, Performance, Persuasion, or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) thieves' tools, (b) a disguise kit, or (c) an herbalism kit
* (a) a burglar’s pack or (b) a dungeoneer’s pack
* Leather armor and any simple weapon
[table="class: head alt1 alt2"]
[tr="class
uter_border, bgcolor:#8E5A2E"]
[td="align:center"]Level[/td]
[td="align:center"]Proficiency Bonus[/td]
[td="align:center, width:300"]Features[/td]
[td="align:center, width:85"]Persona Points[/td]
[td="align:center, width:85"]1st[/td]
[td="align:center, width:85"]2nd[/td]
[td="align:center, width:85"]3rd[/td]
[td="align:center, width:85"]4th[/td]
[td="align:center, width:85"]5th[/td]
[/tr]
[tr]
[td="align:center"]1st[/td]
[td="align:center"]+2[/td]
[td]Persona Points, Split Personas[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]2nd[/td]
[td="align:center"]+2[/td]
[td]Persona features[/td]
[td="align:center"]4[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]3rd[/td]
[td="align:center"]+2[/td]
[td]Diverging Paths[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]4th[/td]
[td="align:center"]+2[/td]
[td]Persona Ability Score Improvement[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]5th[/td]
[td="align:center"]+3[/td]
[td]Persona Features[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]6th[/td]
[td="align:center"]+3[/td]
[td]Path Feature[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]7th[/td]
[td="align:center"]+3[/td]
[td]Compartmentalization[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]8th[/td]
[td="align:center"]+3[/td]
[td]Flexible Feat[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]9th[/td]
[td="align:center"]+4[/td]
[td]Persona Features[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]10th[/td]
[td="align:center"]+4[/td]
[td]Path Feature[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]11th[/td]
[td="align:center"]+4[/td]
[td]Dual Focus[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]12th[/td]
[td="align:center"]+4[/td]
[td]Persona Ability Score Improvement[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]13th[/td]
[td="align:center"]+5[/td]
[td]Dual Focus[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]1[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]14th[/td]
[td="align:center"]+5[/td]
[td]Path Feature[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]1[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]15th[/td]
[td="align:center"]+5[/td]
[td]Dual Focus[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]16th[/td]
[td="align:center"]+5[/td]
[td]Ability Score Improvement[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]17th[/td]
[td="align:center"]+6[/td]
[td]Dual Focus[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]1[/td]
[/tr]
[tr]
[td="align:center"]18th[/td]
[td="align:center"]+6[/td]
[td]Path Feature[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]1[/td]
[/tr]
[tr]
[td="align:center"]19th[/td]
[td="align:center"]+6[/td]
[td]Persona Ability Score Improvement[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]2[/td]
[/tr]
[tr]
[td="align:center"]20th[/td]
[td="align:center"]+6[/td]
[td]Persona Mastery[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]2[/td]
[/tr]
[/table]
Persona Points
You gain a number of persona points, as indicated on the table. You use these points to power some of your abilities. These points refresh when you complete a short rest or a long rest.
You can spend one persona point as an action to gain proficiency with any one skill or tool for one hour.
Split Personas
You partition your mind and your magical ability into four distinct personas. Each persona has a different set of abilities, which you can only use while that persona has focus. At the end of a short rest or a long rest, you can choose to allocate focus to one of your personas, and you gain the abilities associated with that persona.
You can shift focus from your current persona to another persona by meditating for 5 minutes, or you can spend one persona point and use a bonus action to shift your focus into a different persona.
Create one persona character sheet for each of the following archetypes:
- Arcane
- Combat
- Divine
- Stealth
Persona Features
Each of your personas gains a different benefit. You only have access to that benefit while the appropriate persona has focus.
Diverging Paths
At third level, you specialize as a particular type of generalist. Choose one of the following Chameleon Paths:
- Hybrid Tactician: With great flexibility comes even greater power.
- Infiltrator: You are the right tool for a nasty kind of work.
- Seeker: The truth is seldom skin-deep, but you'll find it.
Persona Ability Score Improvement
Unlike a regular Ability Score Improvement, your Persona Ability Score Improvement only applies to a persona that has focus, and each persona gains a boost to a different ability score.
- Arcane: Intelligence
- Combat: Strength
- Divine: Wisdom
- Stealth: Dexterity
You gain +2 to the indicated score at 4th level, and again at levels 12 and 19 (to a total of +6). As usual, these boosts can't take your ability score above 20. If an improvement would do that, you may choose to allocate the leftover points to a different ability score of your choice.
Unlike a regular Ability Score Improvement, you can't trade a Persona Ability Score Improvement for a feat.
Compartmentalization
At level 7, your personas take on a life of their own. Invent up to three facts about each persona. While you are in a persona, all magical effects will reveal that those invented facts are true. You can change these facts whenever you complete a long rest.
Furthermore, if you are subject to a mental effect which you dislike, you can use a bonus action and spend two persona points to shift your focus to a new persona and force the mental effect to affect only the persona which you just un-focused, instead of you. The affected persona becomes unavailable to you until you complete a short rest or a long rest.
Flexible Feat
When you complete a long rest, you gain the benefit of one feat for which you qualify. This feat is yours until you finish a long rest, at which point you may choose a different feat or the same feat again.
Dual Focus
You create a new composite persona which combines the benefits of two of your original four personas (Arcane, Combat, Divine, or Stealth). Name this new persona.
Composite personas have no benefits of their own, merely access to the benefits of their constituent personas, except as follows:
Compartmentalization applies to composite personas. Each composite persona has its own three facts which detect as true (not six facts). These facts can be the same as or different from either constituent personas' facts.
You may create another composite persona at level 13, 15, and 17. Each composite persona must use a unique pair of constituent personas.
Persona Mastery
When you roll initiative, you may change your focus to a different persona without spending a persona point.
Arcane Persona
While this persona has focus, you gain proficiency on Intelligence (Arcana) checks and Intelligence saving throws.
At level 5, you gain training in a new Intelligence or Wisdom skill.
At level 9, you gain training in a new Intelligence or Wisdom skill.
You gain a spell book which you can use to record Wizard spells you find along your journeys, just like a Wizard, paying the GP cost for transcription as usual. Spells learned through this persona use Intelligence for their casting stat. While you have the spell book, you can cast spells from it as Rituals.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At level 1, you learn three Cantrips from the Wizard list.
At level 2, you may add two 1st level spells from the Bard, Sorcerer, Warlock or Wizard list to your spell book. Every time you gain a new level of Chameleon, you add one more spell of a level you can cast from the Bard, Sorcerer, Warlock or Wizard list. The spells you learn in this way are always cast as Arcane Persona spells, using your Intelligence as your casting stat.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spell book equal to your Chameleon level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Persona spells requires time spent studying your spell book and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Choose which spells you have readied even if you are not focused on this persona after your long rest.
At level 5, you learn a new Cantrip from the Wizard list, and you may choose two of these Wizard school features:
- Minor Alchemy
- Sculpt Spells
- Hypnotic Gaze
- Minor Conjuration
You can use either of your chosen features by spending a persona point and taking the required action, if any, using your Chameleon level in place of the ability's Wizard level.
At level 9, you learn a new Cantrip from the Wizard list, and choose one of the following abilities:
- Arcane Recovery: When you begin a short rest, you may cash in any unspent persona points to regain expended spell slots. Each recovered spell slot costs one persona point per spell slot level. You can cash in a total number of persona points up to half your Chameleon level — after that, you must complete a long rest before you can cash in any more.
- Arcane Metamagic: You can spend persona points to emulate a Sorcerer's metamagic. You can spend one persona point to Empower a spell (allowing you to re-roll a number of damage dice equal to your Charisma bonus), one point to make a spell Subtle (to cast it without any somatic or verbal components), or two points to Quicken a spell (and cast a spell which normally costs 1 action to cast as a bonus action instead).
Combat Persona
While this persona has focus, you gain proficiency on Strength (Athletics) checks and Strength saving throws.
At level 1, you gain proficiency with all martial weapons, with medium and heavy armor, and with shields.
At level 2, you gain one Fighting Style from the Fighter list.
At level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At level 9, you gain another Fighting Style from the Fighter list, and when you roll an 18 or 19 on a weapon attack roll, you can spend a persona point to make that attack a critical hit instead of a normal hit.
Divine Persona
While this persona has focus, you gain proficiency on Wisdom (Medicine) checks and Wisdom saving throws.
At level 5, you gain training in a new Intelligence or Wisdom skill.
At level 1, you learn two Cantrips from the Cleric or Druid lists.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At level 2, when you finish a long rest, you can choose a number of spells from the Cleric list or Druid list equal to your Chameleon level plus your Charisma bonus. Choose which spells you have prepared even if you are not focused on this persona after your long rest. Spells gained through this persona use Wisdom for their casting stat.
At level 5, you learn a new Cantrip from the Cleric or Druid list, and you may choose two of these class features:
- Channel Divinity: Turn Undead
- Channel Divinity: Preserve Life
- Channel Divinity: Charm Animals and Plants
- Channel Divinity: Destructive Wrath
- Channel Divinity: Invoke Duplicity
You can use either of your chosen features by spending a persona point and taking the required action, if any, using your Chameleon level in place of the ability's Cleric level (or in addition to your Cleric level, if you have one). You can't use this ability again until you've completed a short rest or a long rest.
At level 9, you learn a new Cantrip from the Cleric or Druid list, and choose one of the following abilities:
- Wild Shape: You can spend persona points to emulate the Druid class feature of the same name, with the following limits:
- Expanded Spell Access: When you prepare Divine Persona spells, you may choose spells from the Cleric, Druid, Paladin and Ranger lists instead of only the Cleric and Druid lists.
Stealth Persona
While this persona has focus, you gain proficiency on Dexterity (Stealth) checks, Wisdom (Perception) checks, and Dexterity saving throws.
At level 5, you gain training in a new Dexterity or Charisma skill.
At level 9, you gain training in a new Dexterity or Charisma skill.
At level 1, you gain Sneak Attack +1d6. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
At level 2, you can spend a persona point to double your proficiency bonus on a Dexterity or Charisma skill check in which you already have proficiency, or on a check using thieves' tools.
At level 5, you deal +2d6 sneak attack damage, and you can spend a persona point to take a bonus action. This action can be used only to take the Dash, Disengage, or Hide action.
At level 9, you deal +3d6 sneak attack damage, and you may choose one of the following:
- Evasion: You can spend a persona point and use your reaction to dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Shadow Step: When you are in dim light or darkness, you can spend a persona point and use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Chameleon Paths
Hybrid Tactician
Every specialist has a weakness. Your ability to become any of them means you can more easily see these weaknesses, and compensate for them — or exploit them.
Level 3: Hybrid Training: You gain proficiency with medium armor and shields. Any time you make a skill check to which your proficiency bonus does not apply, add half your proficiency bonus anyway.
Level 6: Hybrid Vigor: You gain proficiency on Constitution saving throws. Also, when you spend a persona point to focus on a different persona as a bonus action, you regain hit points equal to your Charisma bonus + your Chameleon level, and you regain one expended spell slot of any level. You can't use this feature again until you've completed a short rest or a long rest.
Level 10: Ability Score Improvement
Level 14: Choose one of the following benefits:
- Spellblade: You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an Arcane Persona or Divine Persona spell, you can make one weapon attack as a bonus action.
- Runehammer: You have woven brutality into your spells, and magic into your weapon use. You can add your Strength bonus to the damage of any spell with a melee spell attack. You can add your Dexterity bonus to the damage of any spell with a ranged spell attack. Your weapon attacks deal +1d4 force damage.
- Magical Ambush: If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Level 18: If you have one or zero persona points when you roll initiative, you instead have two persona points.
Infiltrator
The easiest way to get inside a fortress protected by thick walls is to walk through the front door wearing a friendly face. If they don't trust outsiders, you'll just become an insider.
Level 3: Mental Infiltration: You can spend a persona point to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Level 6: Body Double: You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must either spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms, or you must read the person's thoughts for a full minute (forgoing your option to implant a suggestion).
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Level 10: Real-Time Reading: While you are reading a creature's mind, you have advantage on all checks and attacks against that creature, and the creature has disadvantage on all checks and attacks made against you.
Level 14: Shapechanger: You can cast alter self at-will without using a spell slot or any components.
Level 18: You can cast glibness without spending a spell slot. You can't use this ability again until you complete a short rest or a long rest.
Seeker
The truth of the world may be hidden, but hidden things are your area of expertise. You can and will find any answers that you seek.
Level 3: You can cast detect magic at will without spending a spell slot or using any components. Also, you can telepathically communicate with any creature you can see within 30 feet, if that creature knows at least one language.
Level 6: Aura Vision: You can cast detect good and evil at will without spending a spell slot or using any components. Also, you always know when someone is lying to you.
Level 10: You are immune to being charmed. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Level 14:
- Blindsense: If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
- Uncanny Awareness: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Third Eye: You gain the benefits of the 10th level Wizard(Diviner) class feature of the same name. Activating this feature costs one persona point.
Level 18: You can cast one of the following spells without spending a spell slot or any components: legend lore, scrying, true seeing, or contact other plane. Once you've used this feature, you can't use it again until you've completed a short rest or a long rest.
"Someone called for a cleric? Oh, you needed a fighter instead? I'm sorry -- I meant to say that the cleric is on his way. I'm the fighter." -- Jonata Quimbel
Sometimes it's good to be a fighter, able to wield any weapon. Other times, you'd be better off as a rogue, with stealth and the ability to backstab foes. And sometimes, nothing but spells will do the trick. When these situations collide and you need one answer, you need a chameleon.
Chameleons are dilettantes in every class and masters of none. They know enough of each class's skills and abilities to mimic that class effectively. You can masquerade as a fighter, a rogue, or even a wizard or a cleric. Part of it is power, of course — you learn to harness your own natural energy, shaping it into whichever class you require that day. But the rest is pure attitude — you are a talented performer, and when you walk into a room with a holy symbol around your neck, people believe you have true faith.

Image Source
Class Features
As a Chameleon, you gain the following class features.
Hit Points
Hit Dice: 1d8 per chameleon level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chameleon level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one from Disguise Kit, Forgery Kit, Gaming Set (one type), or Musical Instrument (one type).
Saving Throws: Charisma
Skills: Choose one from Acrobatics, Insight, Investigation, Performance, Persuasion, or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) thieves' tools, (b) a disguise kit, or (c) an herbalism kit
* (a) a burglar’s pack or (b) a dungeoneer’s pack
* Leather armor and any simple weapon
[table="class: head alt1 alt2"]
[tr="class

[td="align:center"]Level[/td]
[td="align:center"]Proficiency Bonus[/td]
[td="align:center, width:300"]Features[/td]
[td="align:center, width:85"]Persona Points[/td]
[td="align:center, width:85"]1st[/td]
[td="align:center, width:85"]2nd[/td]
[td="align:center, width:85"]3rd[/td]
[td="align:center, width:85"]4th[/td]
[td="align:center, width:85"]5th[/td]
[/tr]
[tr]
[td="align:center"]1st[/td]
[td="align:center"]+2[/td]
[td]Persona Points, Split Personas[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]2nd[/td]
[td="align:center"]+2[/td]
[td]Persona features[/td]
[td="align:center"]4[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]3rd[/td]
[td="align:center"]+2[/td]
[td]Diverging Paths[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]4th[/td]
[td="align:center"]+2[/td]
[td]Persona Ability Score Improvement[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]5th[/td]
[td="align:center"]+3[/td]
[td]Persona Features[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]6th[/td]
[td="align:center"]+3[/td]
[td]Path Feature[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]7th[/td]
[td="align:center"]+3[/td]
[td]Compartmentalization[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]8th[/td]
[td="align:center"]+3[/td]
[td]Flexible Feat[/td]
[td="align:center"]5[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]9th[/td]
[td="align:center"]+4[/td]
[td]Persona Features[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]10th[/td]
[td="align:center"]+4[/td]
[td]Path Feature[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]11th[/td]
[td="align:center"]+4[/td]
[td]Dual Focus[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]12th[/td]
[td="align:center"]+4[/td]
[td]Persona Ability Score Improvement[/td]
[td="align:center"]6[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]—[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]13th[/td]
[td="align:center"]+5[/td]
[td]Dual Focus[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]1[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]14th[/td]
[td="align:center"]+5[/td]
[td]Path Feature[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]1[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]15th[/td]
[td="align:center"]+5[/td]
[td]Dual Focus[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]16th[/td]
[td="align:center"]+5[/td]
[td]Ability Score Improvement[/td]
[td="align:center"]7[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]—[/td]
[/tr]
[tr]
[td="align:center"]17th[/td]
[td="align:center"]+6[/td]
[td]Dual Focus[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]1[/td]
[/tr]
[tr]
[td="align:center"]18th[/td]
[td="align:center"]+6[/td]
[td]Path Feature[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]1[/td]
[/tr]
[tr]
[td="align:center"]19th[/td]
[td="align:center"]+6[/td]
[td]Persona Ability Score Improvement[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]2[/td]
[/tr]
[tr]
[td="align:center"]20th[/td]
[td="align:center"]+6[/td]
[td]Persona Mastery[/td]
[td="align:center"]8[/td]
[td="align:center"]4[/td]
[td="align:center"]3[/td]
[td="align:center"]3[/td]
[td="align:center"]2[/td]
[td="align:center"]2[/td]
[/tr]
[/table]
Persona Points
You gain a number of persona points, as indicated on the table. You use these points to power some of your abilities. These points refresh when you complete a short rest or a long rest.
You can spend one persona point as an action to gain proficiency with any one skill or tool for one hour.
Split Personas
You partition your mind and your magical ability into four distinct personas. Each persona has a different set of abilities, which you can only use while that persona has focus. At the end of a short rest or a long rest, you can choose to allocate focus to one of your personas, and you gain the abilities associated with that persona.
You can shift focus from your current persona to another persona by meditating for 5 minutes, or you can spend one persona point and use a bonus action to shift your focus into a different persona.
Create one persona character sheet for each of the following archetypes:
- Arcane
- Combat
- Divine
- Stealth
Persona Features
Each of your personas gains a different benefit. You only have access to that benefit while the appropriate persona has focus.
Diverging Paths
At third level, you specialize as a particular type of generalist. Choose one of the following Chameleon Paths:
- Hybrid Tactician: With great flexibility comes even greater power.
- Infiltrator: You are the right tool for a nasty kind of work.
- Seeker: The truth is seldom skin-deep, but you'll find it.
Persona Ability Score Improvement
Unlike a regular Ability Score Improvement, your Persona Ability Score Improvement only applies to a persona that has focus, and each persona gains a boost to a different ability score.
- Arcane: Intelligence
- Combat: Strength
- Divine: Wisdom
- Stealth: Dexterity
You gain +2 to the indicated score at 4th level, and again at levels 12 and 19 (to a total of +6). As usual, these boosts can't take your ability score above 20. If an improvement would do that, you may choose to allocate the leftover points to a different ability score of your choice.
Unlike a regular Ability Score Improvement, you can't trade a Persona Ability Score Improvement for a feat.
Compartmentalization
At level 7, your personas take on a life of their own. Invent up to three facts about each persona. While you are in a persona, all magical effects will reveal that those invented facts are true. You can change these facts whenever you complete a long rest.
Furthermore, if you are subject to a mental effect which you dislike, you can use a bonus action and spend two persona points to shift your focus to a new persona and force the mental effect to affect only the persona which you just un-focused, instead of you. The affected persona becomes unavailable to you until you complete a short rest or a long rest.
Flexible Feat
When you complete a long rest, you gain the benefit of one feat for which you qualify. This feat is yours until you finish a long rest, at which point you may choose a different feat or the same feat again.
Dual Focus
You create a new composite persona which combines the benefits of two of your original four personas (Arcane, Combat, Divine, or Stealth). Name this new persona.
Composite personas have no benefits of their own, merely access to the benefits of their constituent personas, except as follows:
Compartmentalization applies to composite personas. Each composite persona has its own three facts which detect as true (not six facts). These facts can be the same as or different from either constituent personas' facts.
You may create another composite persona at level 13, 15, and 17. Each composite persona must use a unique pair of constituent personas.
Persona Mastery
When you roll initiative, you may change your focus to a different persona without spending a persona point.
Arcane Persona
While this persona has focus, you gain proficiency on Intelligence (Arcana) checks and Intelligence saving throws.
At level 5, you gain training in a new Intelligence or Wisdom skill.
At level 9, you gain training in a new Intelligence or Wisdom skill.
You gain a spell book which you can use to record Wizard spells you find along your journeys, just like a Wizard, paying the GP cost for transcription as usual. Spells learned through this persona use Intelligence for their casting stat. While you have the spell book, you can cast spells from it as Rituals.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At level 1, you learn three Cantrips from the Wizard list.
At level 2, you may add two 1st level spells from the Bard, Sorcerer, Warlock or Wizard list to your spell book. Every time you gain a new level of Chameleon, you add one more spell of a level you can cast from the Bard, Sorcerer, Warlock or Wizard list. The spells you learn in this way are always cast as Arcane Persona spells, using your Intelligence as your casting stat.
You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spell book equal to your Chameleon level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Persona spells requires time spent studying your spell book and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Choose which spells you have readied even if you are not focused on this persona after your long rest.
At level 5, you learn a new Cantrip from the Wizard list, and you may choose two of these Wizard school features:
- Minor Alchemy
- Sculpt Spells
- Hypnotic Gaze
- Minor Conjuration
You can use either of your chosen features by spending a persona point and taking the required action, if any, using your Chameleon level in place of the ability's Wizard level.
At level 9, you learn a new Cantrip from the Wizard list, and choose one of the following abilities:
- Arcane Recovery: When you begin a short rest, you may cash in any unspent persona points to regain expended spell slots. Each recovered spell slot costs one persona point per spell slot level. You can cash in a total number of persona points up to half your Chameleon level — after that, you must complete a long rest before you can cash in any more.
- Arcane Metamagic: You can spend persona points to emulate a Sorcerer's metamagic. You can spend one persona point to Empower a spell (allowing you to re-roll a number of damage dice equal to your Charisma bonus), one point to make a spell Subtle (to cast it without any somatic or verbal components), or two points to Quicken a spell (and cast a spell which normally costs 1 action to cast as a bonus action instead).
Combat Persona
While this persona has focus, you gain proficiency on Strength (Athletics) checks and Strength saving throws.
At level 1, you gain proficiency with all martial weapons, with medium and heavy armor, and with shields.
At level 2, you gain one Fighting Style from the Fighter list.
At level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At level 9, you gain another Fighting Style from the Fighter list, and when you roll an 18 or 19 on a weapon attack roll, you can spend a persona point to make that attack a critical hit instead of a normal hit.
Divine Persona
While this persona has focus, you gain proficiency on Wisdom (Medicine) checks and Wisdom saving throws.
At level 5, you gain training in a new Intelligence or Wisdom skill.
At level 1, you learn two Cantrips from the Cleric or Druid lists.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At level 2, when you finish a long rest, you can choose a number of spells from the Cleric list or Druid list equal to your Chameleon level plus your Charisma bonus. Choose which spells you have prepared even if you are not focused on this persona after your long rest. Spells gained through this persona use Wisdom for their casting stat.
At level 5, you learn a new Cantrip from the Cleric or Druid list, and you may choose two of these class features:
- Channel Divinity: Turn Undead
- Channel Divinity: Preserve Life
- Channel Divinity: Charm Animals and Plants
- Channel Divinity: Destructive Wrath
- Channel Divinity: Invoke Duplicity
You can use either of your chosen features by spending a persona point and taking the required action, if any, using your Chameleon level in place of the ability's Cleric level (or in addition to your Cleric level, if you have one). You can't use this ability again until you've completed a short rest or a long rest.
At level 9, you learn a new Cantrip from the Cleric or Druid list, and choose one of the following abilities:
- Wild Shape: You can spend persona points to emulate the Druid class feature of the same name, with the following limits:
- 1 point — CR 1/4 — no flying or swimming speed — (Example: Wolf)
- 2 points — CR 1/2 — no flying speed — (Example: Crocodile)
- 4 points — CR 1 — (Example: Giant Eagle)
- Expanded Spell Access: When you prepare Divine Persona spells, you may choose spells from the Cleric, Druid, Paladin and Ranger lists instead of only the Cleric and Druid lists.
Stealth Persona
While this persona has focus, you gain proficiency on Dexterity (Stealth) checks, Wisdom (Perception) checks, and Dexterity saving throws.
At level 5, you gain training in a new Dexterity or Charisma skill.
At level 9, you gain training in a new Dexterity or Charisma skill.
At level 1, you gain Sneak Attack +1d6. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
At level 2, you can spend a persona point to double your proficiency bonus on a Dexterity or Charisma skill check in which you already have proficiency, or on a check using thieves' tools.
At level 5, you deal +2d6 sneak attack damage, and you can spend a persona point to take a bonus action. This action can be used only to take the Dash, Disengage, or Hide action.
At level 9, you deal +3d6 sneak attack damage, and you may choose one of the following:
- Evasion: You can spend a persona point and use your reaction to dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Shadow Step: When you are in dim light or darkness, you can spend a persona point and use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Chameleon Paths
Hybrid Tactician
Every specialist has a weakness. Your ability to become any of them means you can more easily see these weaknesses, and compensate for them — or exploit them.
Level 3: Hybrid Training: You gain proficiency with medium armor and shields. Any time you make a skill check to which your proficiency bonus does not apply, add half your proficiency bonus anyway.
Level 6: Hybrid Vigor: You gain proficiency on Constitution saving throws. Also, when you spend a persona point to focus on a different persona as a bonus action, you regain hit points equal to your Charisma bonus + your Chameleon level, and you regain one expended spell slot of any level. You can't use this feature again until you've completed a short rest or a long rest.
Level 10: Ability Score Improvement
Level 14: Choose one of the following benefits:
- Spellblade: You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an Arcane Persona or Divine Persona spell, you can make one weapon attack as a bonus action.
- Runehammer: You have woven brutality into your spells, and magic into your weapon use. You can add your Strength bonus to the damage of any spell with a melee spell attack. You can add your Dexterity bonus to the damage of any spell with a ranged spell attack. Your weapon attacks deal +1d4 force damage.
- Magical Ambush: If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Level 18: If you have one or zero persona points when you roll initiative, you instead have two persona points.
Infiltrator
The easiest way to get inside a fortress protected by thick walls is to walk through the front door wearing a friendly face. If they don't trust outsiders, you'll just become an insider.
Level 3: Mental Infiltration: You can spend a persona point to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Level 6: Body Double: You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must either spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms, or you must read the person's thoughts for a full minute (forgoing your option to implant a suggestion).
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Level 10: Real-Time Reading: While you are reading a creature's mind, you have advantage on all checks and attacks against that creature, and the creature has disadvantage on all checks and attacks made against you.
Level 14: Shapechanger: You can cast alter self at-will without using a spell slot or any components.
Level 18: You can cast glibness without spending a spell slot. You can't use this ability again until you complete a short rest or a long rest.
Seeker
The truth of the world may be hidden, but hidden things are your area of expertise. You can and will find any answers that you seek.
Level 3: You can cast detect magic at will without spending a spell slot or using any components. Also, you can telepathically communicate with any creature you can see within 30 feet, if that creature knows at least one language.
Level 6: Aura Vision: You can cast detect good and evil at will without spending a spell slot or using any components. Also, you always know when someone is lying to you.
Level 10: You are immune to being charmed. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Level 14:
- Blindsense: If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
- Uncanny Awareness: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Third Eye: You gain the benefits of the 10th level Wizard(Diviner) class feature of the same name. Activating this feature costs one persona point.
Level 18: You can cast one of the following spells without spending a spell slot or any components: legend lore, scrying, true seeing, or contact other plane. Once you've used this feature, you can't use it again until you've completed a short rest or a long rest.