Base Class: Bard
Adherents of the College of Politics master the art of oratory— as well as the intrigue it can entail. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than the objective truth. But what is a well-proven point without the credit to back it? These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. In addition to their arguments, the bards hold behind them an expansive network of support, effectively minimizing their adversaries.
Bonus Proficiencies
When you select this college at 3rd level, you gain proficiency in Intimidation and Persuasion. If you are already proficient, you can add twice your proficiency modifier.
Clever Words
Starting at 3rd level, you are a master at saying the right thing at the right time and spinning your message to your benefit. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can add your Intelligence modifier in addition to your Charisma modifier.
Intimidating Remarks
Also at 3rd level, you can spin words laced with magic that intimidates a creature and causes it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must make a Wisdom saving throw against your spell DC or become frightened of you for the number of rounds rolled on the Bardic Inspiration die.
Powerful Influence
At 6th level, your inspiring words are so persuasive that others feel drivers to help you succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, they can choose to use a bonus action to subtract that number from an enemy’s ability check, attack roll, or saving throw. The enemy must be someone they can see within 60 feet.
Universal Speech
Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chose creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can’t use it against until you finish a long rest, unless you expend a spell slot to use it again.
Infectious Inspiration
At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different crusader (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you remain all expended uses when you finish a long rest.