Taggers are people who penetrate hidden sanctuaries, ancient ruins, and deadly tombs - all for the chance to leave their mark (or "tag") and get likes. Some taggers like to leave behind massive murals showing their presence, while others make subtler marks. A few just geocache their presence, using GPS to "tag" the location rather than making a physical mark of any kind, and a few truly extreme cases "tag" a location with a serious crime, with the challenge being to get out before the cops show up. Regardless, getting into places they shouldn't be makes taggers adept at uncovering secrets and disrupting surveillance systems - which includes the ones people keep inside their brains.
Disrupting Blades
When you join the Channel of the Tagger at 3rd level, you gain the ability to make your weapon attacks toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Influencer Inspiration to deal an additional 2d6 software damage to that target. You can do so only once per round on your turn.
The software damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Jump Scare
At 3rd level, you learn to perfectly time a sudden movement or ominous intonation to inspire terror in your listeners.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until you finish a short rest or long rest.
Adaptive Disguise
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies or becomes incapacitated within 30 feet of you, you can capture its digital essence (an "imago") in your dump memory using your reaction. You retain this imago until you use it or you finish a long rest.
You can use the imago as an action. When you do so, it empties from your dump memory, resolving into a holographic disguise that appears on you. You now look like the target, but healthy and alive if they were dead when you captured the imago. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include closely-held secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture an imago with this feature, you can't capture another one with it until you finish a short or long rest.
Deepest Lore
At 14th level, you gain the ability to tap into a creature's most personal fears.
As an action, you whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your tech save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such abject terror.
Once you use this feature, you can't use it again until you finish a long rest.