Base Class: Bard
Those who are apart of the College of Clothier are not cut from the same cloth. Where most bards would prefer the spotlight and the glory, a clothier would instead prefer to work behind the scenes, acquiring secrets and subtly influencing the world around them. This makes a clothier not only a great tailor but also excellent spies. Clothiers are often times more known for their handiwork than their arcane abilities, their seamwork is widely sought after and they are often employed by kings and nobles.
| Bard Level | Feature |
|---|---|
| 3rd | Tailored Words, Arcane patchwork |
| 6th | Extra Pocket, Arcane Gatherer |
| 14th | Thimble of Tea |
Tailored Words
You are as good with words as you are a needle and thread. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Arcane Patchwork
Your ability to create extraordinary clothing is seemingly magical, but in fact it is magical. During a long rest, you can choose up to 3 items to imbue with magic from the list below. Once the magic has been expended, the items return to their mundane status.
Shiny Button.
A button that catches the light and can cause quiet a distraction. As a reaction, the wearer can choose to impose Disadvantage on any attacks directed at them until the start of their next turn.
A Really Cool Patch.
This patch grants the wearer with a sense of pride, giving them 5 temporary hit points.
Reenforced Seams.
The wearer's clothing is protected against all outside influence. As a bonus action, the wearer gains a +1 to AC for one minute.
Scufflinks.
These magical cufflinks grant the wearer Advantage on all attack rolls until the end of their next turn.
F.R.O.M.Pants.
You have full range of motion in these bad boys. As a reaction, the wearer can move up to half its movement speed away from an enemy without taking any opportunity attacks.
Bootstraps.
You CAN do it. If the wearer fails an ability check or saving throw, as a reaction they can choose to succeed it instead.
Extra Pocket
You grant an ally with a magical extra pocket for your inspiration. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Arcane Gather
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Thimble of Tea
At 14th level, you gain the ability to use the gossip of the nobles to your advantage.
As an action, you magically 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 spell 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.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying/embarrassing secret. You gain no knowledge of this secret, but the target is convinced you know it.
The charmed 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 fear. The creature rolls a d100, on a 51 or higher the creature refuses to make eye contact with you.
Once you use this feature, you can’t use it again until you finish a long rest.
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