Minstrel: College of Whispers

Original Source: Xanathar's Guide to Everything

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases by 1d6 for every 2 levels you gain in this class (3d6 at 5th level, 4d6 at 7th level, and so on).

Words of Terror

As in Xanathar's Guide to Everything except the Save DC = 8 + proficiency bonus + Intelligence or Charisma modifier (your choice).

Infiltration Expertise

Starting at 6th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Shielded Mind

Also at 6th level, you have steeled your mind against intrusive magic. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your Creature Type. Additionally, creatures can telepathically communicate with you only if you allow it.

Imposter

At the 14th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. 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.