Base Class: Bard
Bards of the College of Mischief are cunning manipulators, masters of subterfuge, and virtuosos of chaos woven from words and performance. While other bards rally allies, inspire heroism, or charm the masses, Mischief bards turn perception into a weapon. They sow doubt, exploit weaknesses, and engineer betrayals, often before a sword is drawn.
Trained in both subtle arts and scholarly study, these bards excel at reading the battlefield, predicting enemy behavior, and turning foes against one another. Their performance is not frivolous or decorative; every note, gesture, or story is carefully crafted to bend minds and fracture alliances. Whether whispering rumors in a court, manipulating rival gangs, or seeding confusion in the heat of battle, the College of Mischief thrives on controlled chaos.
A Mischief bard’s ultimate skill lies in turning enemies' against their own. One well-timed lie, a whispered suggestion, or a carefully placed seed of doubt can make even the most disciplined opponent doubt their allies, falter in combat, or question the loyalties they once trusted implicitly.
Where other bards inspire loyalty, Mischief bards inspire uncertainty. Where other bards protect and empower, they destabilize and exploit. For those who value cunning, foresight, and the art of manipulation over brute force, the College of Mischief offers unparalleled power, and a reputation that whispers long after their performance ends.
Level 3: Master of Lies
You gain proficiency with Disguise Kits and Forgery Kits. If you already have proficiency in one of these tools, you gain Expertise with it instead.
Level 3: Web of Lies
When a creature fails an Insight check contested by your Deception check, or fails a saving throw against one of your Enchantment or Illusion spells, you can mark it as Compromised for 1 minute.
While a creature is Compromised, you can take a Reaction when that creature makes an attack roll, ability check, or saving throw to expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die and subtract the number rolled from the creature's roll. You must be able to see the creature, and you can only affect one such roll per turn.
Level 6: Seeds of Betrayal
You gain the ability to fracture the trust between your foes. As an Action, choose one creature within 60 feet that can hear and understand you. It must succeed on a Wisdom saving throw against your Spell Save DC or regard one creature of your choice (that you can see within 30 feet of it) as hostile until the end of its next turn. The next time it makes an attack before the effect ends, it must target that creature if able.
Additionally, your ability to exploit these fractures grows:
Creatures marked as Compromised have Disadvantage on saving throws against your Enchantment spells.
Once per turn, when a Compromised creature takes damage, you can deal additional Psychic damage to it equal to a roll of your Bardic Inspiration die. This does not expend the die.
Level 14: Grand Conductor of Chaos
As an Action, choose up to three creatures within 60 feet that can hear you. Each must make a Wisdom saving throw.
On a failure, a creature is gripped by paranoia for 1 minute (Concentration). It treats one other creature of your choice as a sworn enemy and prioritizes attacking that creature above all others. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature is immune to your Grand Conductor of Chaos for the next 24 hours.
Previous Versions
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