There is a Legacy version
here.

CaptivatorSource Impossible Magic pg. 92Others find you inherently fascinating. You possess a facility with words that draws others in, and you’ve always found it easy to sway others to your point of view. This ability has grown to the point where you’re capable of innate magic. You can bend others’ wills to your own by weaving enchantments and distracting with illusions. Perhaps this comes from a touch of
fey or
draconic blood in your family’s distant past, or perhaps it’s the work of some special boon or curse placed on you. Your abilities might have grown over time or manifested more fully after some specific event, but they’ve likely always been a part of you. As a captivator, you’re a potent blend of insight and personal magnetism. This is nothing like mere physical beauty but instead a blend of traits that makes others want to listen to what you have to say.
Captivators come from all areas of the world and all walks of life. A farm boy with the right gifts who’s sent to the market every week to hawk his garden’s bounty might find himself on the path to becoming a captivator. An urchin, who must extract sympathy from others simply to survive, might become a captivator out of necessity, and a noble, born into a deadly game of luxury and influence, might find themself forced onto the path. Regardless of their background, most captivators use their abilities to advance their station in life, make things easier for themselves, and befriend those who can help them achieve their goals.
Virtuous captivators use their gifts to bring people together. They might talk the would-be tavern brawler into sharing drinks and stories. They might offer encouragement to those facing depression or doubt. They excel in ending conflict as peacefully and efficiently as possible and leave almost everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies and minimize harm to their companions.
Wicked captivators manipulate others to achieve status, wealth, and power. They’ve no qualms about deceiving anyone or using their magic to cause harm, so long as they get what they want. These captivators are dangerous foes who often seem like friends, tricksters whose charms and illusions make sure they appear neither important nor dangerous. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume.
Archetype Dedication Source Impossible Magic pg. 92Archetype CaptivatorPrerequisites Charisma +2; trained in
Deception or
Diplomacy
Your ability to captivate others borders on the preternatural. You’re seldom at a loss in social situations, and you can create minor charms or illusions. Choose
Deception or
Diplomacy. You become trained in that skill or become an expert if you were already trained.
Choose two cantrips from the
occult list. Each cantrip must have the
illusion trait,
mental trait, or both. You can cast these spells as
innate occult spells.
Archetype Source Impossible Magic pg. 92Archetype CaptivatorPrerequisites Captivator Dedication
Your innate ability to fascinate others develops into full‑fledged spellcasting. This spellcasting comes naturally and instinctively to you rather than as a product of training. Choose a 1st-rank
occult spell that has the
illusion or
mental trait. You can cast this spell as an
innate occult spell. At 6th level, you gain a 2nd-rank occult spell, and at 8th level you gain a 3rd-rank occult spell. These spells must also each have either the illusion or mental trait.
Archetype Spellshape Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Captivator Dedication
You can infuse your charms and illusions with more power. If your next action is to cast a non-cantrip spell granted by captivator archetype feats that’s at least 1 rank lower than your highest-rank non-cantrip captivator spells, that spell is heightened to the highest rank of captivator spell you can cast.
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Basic Captivator Spellcasting
Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each
innate occult spell granted by captivator archetype feats one additional time per day, except for your two highest-ranked captivator spells.
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Basic Captivator SpellcastingTrigger A creature
Casts a Spell with the
illusion or
mental trait.
Requirements You must have a non-cantrip innate captivator spell with the same trait.
Your charms and illusions are so dominant that you can use them to counteract similar magic cast by others. When a foe
casts a spell with the
illusion or
mental trait and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell with the same trait as the triggering spell as if you had cast the spell. You then attempt to
counteract the triggering spell.
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Basic Captivator Spellcasting
You learn more powerful spells to enchant and deceive. You learn a 4th-rank
occult spell. At 12th level, you learn a 5th-rank spell, and at 14th level, you learn a 6th-rank spell. These spells must each have either the
illusion or
mental trait. You cast these spells as
innate occult spells. You become an expert in the spell attack modifier and spell DC statistics.
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Captivator DedicationTrigger You are the target of a spell or attack.
You’re so charming and distracting that when pressed, you can cast a simple charm in time to foil an attacker. You can cast one of your
innate 1st-rank spells with the
mental trait that normally takes two actions or fewer to cast as a reaction. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions for its attack or spell (for instance, if you charm the attacker, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area.
Archetype Aura Mental Visual Source Impossible Magic pg. 93Archetype CaptivatorFrequency once per hour
Prerequisites Captivator Dedication
You channel your manipulative magic to subtly give off mental signals that either drive enemies away or draw them closer. You gain a 30-foot aura that lasts for 1 minute. When an enemy within your aura fails a saving throw against one of your
innate captivator spells, you can also have them
Step in a direction of your choice, though they must remain within your aura. You can’t choose to have a creature Step into
hazardous terrain, off a ledge, or the like.
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Captivator DedicationTrigger Your turn begins.
You maintain your innate charms and illusions with hardly a thought. You
Sustain an
innate captivator spell.
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Expert Combat Eidolon
You master the most powerful spells that enchant and deceive. You learn a 7th-rank occult spell. At 18th level, you learn an 8th-rank spell, and at 20th level, you learn a 9th-rank spell. These spells must each have either the
illusion or
mental trait. You cast these spells as
innate occult spells. You become a master in the spell attack modifier and spell DC statistics.
Look Again [one-action] Feat 18
Archetype Source Impossible Magic pg. 93Archetype CaptivatorPrerequisites Captivator Dedication
If your charms or illusions fail to ensnare the minds of others, you can cast them again. If your next action is to cast an
innate spell with either the
illusion or
mental trait and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can’t, or choose not to, you lose the spell. After this second casting, you lose the spell whether it affected any targets or not, and you can’t use Look Again until your next daily preparations. Look Again works only with spells that can affect creatures or require a target and doesn’t do anything if you cast the spell with no targets or creatures in the area.