Base Class: Bard
Upon entering this subclass, much of who you are as a Bard changes. Immediately upon choosing this Bard College, the following things will apply to your character
- You sacrifice the Full Caster Spell Slot chart and now follow the Half-Caster chart used by Paladins, Artificers, and the like.
- Hit Die becomes a D10 (Does not retroactively change your 1st and 2nd levels of health before choosing this subclass)
- Become a Dex-Based melee attacker. Allows you to use your DEX Modifier for any Combat-Related STR checks, and use your DEX modifier to add onto your Unarmed Strikes
- Become Proficient in Unarmed Strikes, adding your Proficiency Modifier ON TOP of your DEX Modifier when making Unarmed Strikes
- Gain the ability/option to use your fists themselves as your spellcasting modifier.
Face of the Guild
At 3rd level, when you encounter or meet a fan of whatever Professional Wrestling Guild/Organization you are/were apart of, you have ADV on Persuasion and Deception checks on that person
Level 3: Wrestler's Strikes
- At 3rd level, your Unarmed Strikes (US) now deal increased damage. You will follow a Martial Die list similar to that of a Monk that will increase your damage as you level up. You will also be able to make 2 US when you take the Attack action. (This will increase to 3 US at level 7)
Following BARD level:
- 3rd & 4th lvl: D6
- 5th - 10th: D8
11th - 16th: D10
17th - 20th: D12
Level 3: Quick Grab
At 3rd lvl, You can attempt to Grapple as a Bonus Action on your turn
Level 3: Suplex
At 3rd lvl, When you have a creature Grappled, you can use 2 of the Unarmed Strikes from your Attack action to slam a creature to the ground.
When you do this, roll an Unarmed Strike Attack roll with advantage. On a hit, you deal 3x your Wrestling Die.
Doing this ends the Grapple and the creature must succeed on a DEX save equal to 8+Your Proficiency+Your DEX or have the Prone Condition
Level 3: Devastating Mockery
Beginning at level 3, when you cast the Vicious Mockery Cantrip, the spell will use D8 dice to determine damage rather than D6's.
Level 6: One-Liner
At 6th lvl, You can cast the cantrip Vicious Mockery as Free Action once per turn for a # of times equal to your CHA modifier
Level 6: Extra Attack
At 6th level, you can attack 3 times when you take the Attack action
Level 6: Scripted Attacks
At 6th level, on your turn, you can freely announce to all creatures that can hear you that you are about to hit them with an Unarmed Strike. By doing so, you impose disadvantage on yourself for that attack, but if you hit nonetheless, the attack counts as a critical hit. (If you get a REAL critical hit on this attack, you would roll 3 times your dice rather than 2 times).
Level 6: Sick Burn
At 6th level, when you cast the Vicious Mockery Cantrip on a creature, your next Unarmed Strike on that creature has ADV, even if the creature you cast it on succeeds on their save. Additionally, (at DM discretion based upon what one-liner the player says in real life) if the One-Liner your character drops is sick enough, you can impose DIS on the target's WIS save OR you can double the DMG of the Cantrip (DM will choose which).
Level 6: Tag-Team
At 6th level, when in combat, if you make physical contact with a creature while giving them Bardic Inspiration, the creature will roll 2 Bardic Inspiration dice instead of 1 when they expend the use they have received.
Level 6: Bonus Blows
At 6th level, when you DON'T take the Attack action on your turn, you can make 1 Unarmed Strike as a Bonus Action
Level 14: Rally in the Ring
Starting at 14th level, when a creature rolls one of your Bardic Inspiration Dice during combat, they can reroll 1's and 2's once and must use the new rolls regardless of their new number.
Level 14: Finisher
At level 14, when you attack a creature with less than 1/4 health, you deal an additional wrestling die when you hit on Unarmed Strikes and suplexes. Additionally, if you perform your Suplex ability and in doing so bring that creature to 0 health points, all members of your party freely receive a Bardic Inspiration die (this includes you)
Level 14: You Can't See Me
At level 14, once per Long Rest, you can cast the Invisibility Spell without expending a spell slot or having the spell prepared. Additionally, if you attempt to Grapple a creature while the spell is active, the creature has DIS on their check to resist. If you successfully Grapple the target while this spell is active and then perform your suplex move, you may treat that attack as if it were following the rules of your Finisher ability (deals an additional wrestler die)
Level 14: King of the Ring
At 14th level, you can use your Bonus Action to impose either Advantage OR Disadvantage on 1 ability check for all creatures of your choosing within 15 feet of you (Whichever you choose between ADV and DIS will apply to your chosen creatures. You cannot "mix and match" so to speak). This lasts for 1 minute or until you choose to end it as a Free Action.
Previous Versions
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Coming Soon
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