Base Class: Bard
Bards of Colege of Mishcief sow discord on the battlefield. These bards believe that the greatest inspiration comes from the misfortune of others. They do not fight with anger or malice however, they fight with mischief.
Pocket of Minor Things
3rd-level College of Mischief feature
When you select this class at 3rd level, you learn the Prestidigitation. It counts as a Bard Spell for you, and doesn't count against the number of bard cantrips you know. When you cast this spell, instead of the usual effects of this spell, you can roll on the below Pocket of Minor Things table to obtain one objects. The object disappears if you dismiss it as an action or cast this spell again.
| D8 | Pocket of Minor Things |
|---|---|
| 1 | Rat Trap; You take 1d4 bludgeoning damage, then the object disappears. |
| 2 | 3d6 Fake Gold Coins. These objects last which disappear after an hour. |
| 3 | Up to 50ft of Rope. The rope last 10 minutes, then disappears. |
| 4 | Balloon; You float 10ft in the air and gain a hover speed, which last until the start of your next turn, in which you fall. |
| 5 | Tiny creature of your choice; The creature is friendly to you, and disappears after 1 minute. |
| 6 | Maul; This obeject breaks after one attack, and disappears. |
| 7 | 1 Lit Torch. This object lasts 1 hour, then disappears. |
| 8 | Object; You pull an object out of this pocket that looks like an object on another's creature's person. This last 1 minute. |
Mischievous Inspiration
3rd-level College of Mischief feature
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. At the start of that creature's next turn, apply one of the following effects from the Bardic Mischief Table below, based on the roll of your Bardic Inspiration die.
Bardic Mischief Table
|
Bardic Inspiration Die |
Mischievous Inspiration |
|---|---|
| 1 | The creature struggles to move as their feet are suddenly bound together. They must make a Strength saving throw or have their speed reduced by 10 ft, until the end of your next turn. |
| 2 | The creature hears a lovely melody. They must make a Wisdom saving throw, or be charmed by the creature closest to it until the end of your next turn. |
| 3 | A cake is thrown at the creature's face. They must make a Dexterity saving throw, or be blinded until the end of your next turn. |
| 4 | A slippery substance magically appears below the creature. They must make a Dexterity saving throw, or be knocked prone. |
| 5 | A spooky feeling comes over the creature. They must make a Wisdom saving throw, or be frightened by the creature closest to it until the end of your next turn. |
| 6 | Magical ropes suddenly appear and wrap around the creature. They must make a Strength saving throw, or be restrained until the end of your next turn. |
| 7 | The creature starts to loses its attachment to the surface it is standing on. They must make a Constitution saving throw, or they rise vertically, up to 20 feet, and remains suspended there until the end of your next turn. |
| 8 | A magical bubble of darkness spreads from the creature. They must make a Charisma saving throw, or magical dakrness spreads from them to fill a 10ft radius sphere, until the end of your next turn. |
| 9 | Psychic energy lashes around the creature. They must make an Intelligence saving throw, or this turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. |
| 10 | A mishievous aura surrounds the creature. They must make a Constitution saving throw, or their size is halved in all dimensiosn, and its weight is reduced to one-eighth or normal, the tagert's attack deal 1d4 less damage and they have disadvantage on Strength checks and Strength saving throws, until the end of your next turn. |
| 11 | The creature is marked with a curse. The target must make a Charisma saving throw, or the creature has vulnerability to all of that attack’s damage of the next attack that hits them. This curse lasts until the end of your next turn. |
| 12 | Madness begins to creep over the creature. They must make an Intelligence saving throw, or this turn they must use their action to make a melee attack against a creature of your choice, that they can reach. |
Mischief Mimic
6th-level College of Mischief feature
As an action, you can magicial manifest your Mischief Mimic in an unoccupied space you can see within 60 feet of you. This Mimic can look like you or an other creature you can see that lasts for 1 hour or until it is destroyed, you dismiss it (no action required), you manifest another Mimic, or you’re incapacitated.
Your mimic has AC 10 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you or the creature it is mimicing, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 120 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
- As a bonus action or a part of the bonus action when you use your Bardic Inspiration feature, you can teleport, magically swapping places with your mimic.
- You can cast spells, with range other than self as though you were in the mimic’s space, but you must use your own senses.
- You can speak through the mimic, and if the mimic looks like another creature, you can speak using their voice. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute.
- When the mimic is destroyed, it explodes in a cloud of smoke. Each creature within 10 ft of the mimic must succeed Dexterity saving throw or take [roll]1d8[/roll] fire damage. This smoke create a 10-foot-radius sphere of smoke. The sphere spreads around corners, and its area is lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Empowering Mischief
14th-level College of Mischief feature
Starting at 14th level, whenever a creature uses the Bardic Inspiration die, they can use their reaction to target a creature they can see within 60ft of them. At the start of that target's next turn, apply one of the following effects from the Bardic Mischief Table, based on the roll of the Bardic Inspiration die.
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