Bard
Base Class: Bard

The College of Helping Hands is a home for bards who have mastered the art of teamwork, helping comrades in a symbiotic relationship. Twins are a rareity, and their selfless connection to others is just as rare, as they see all their allies as their twin. They perform masterfully on stage an off, and with the aid of a twin, this performance is magnified 10 fold. 

 

 

Bonus Proficiency

When you join the College of Teamwork at 3rd level, you gain the Insight Proficiency and one additional proficiency.

Double or Nothing

At third level you learn to take some chances and let a coin decide your fate. As a bonus action Flip a coin and call it. If you make the flip, you gain advantage, if not, you now have disadvantage on your next attack or skill check roll. 

Teamwork

At 3rd Level you can lend your aid to another creature in the completion of a task or in battle from a distance. You give advice, cheer them on, feint and distract the target, or in some other way team up to make your ally's task easier, or attack more effective. 

As a reaction spend one bardic inspiration and target a creature within 30ft that can hear, see, and understand you. The creature you aid gains advantage on the ability check, attack, or saving throw you are helping with. Alternatively, you can use this ability to remove disadvantage. 

(This basically works like the help action, but from range as a reaction)

The Center of Attention

At Level 6 you have learned to be the center of attention. There are two sides to every coin, and this side is shinny. Shiny objects are hard to ignore, and you are a shiny object. You make yourself obnoxiously distracting, so flashy and fancy it’s hard to look away. 

As an action, you can expend one use of your Bardic Inspiration to cause a distraction (concentration). A number of creatures equaling 1+ char mod within 30ft that can see and hear you must make a Wisdom saving throw. Save DC is the bards performance skill roll. On a failed save, the creature(s) is distracted by you, compelled to watch, investigate, or attack you. 

A distracted creature must spend its turns trying to move as close to you as it can, and it can’t willingly move to a space outside 30 feet of you. It also can’t take reactions.

For the duration of the round, it has disadvantage on attack rolls and skill checks against creatures other than you, and has advantage on attack rolls and skill checks against you. As an action, the bard may maintain the distraction for up to 1d4 rounds. 

At the end of the distraction, the creature realizes that you used tom foolery to get its attention and becomes hostile toward you if it is not already. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

The effect ends if you lose concentration, attack any other creature, if you cast a spell that targets a hostile creature other than the target, if you end your turn more than 30 feet away from the target, or it no longer can see or hear you. 

(DM's note: This uses a similar mechanic as compelled duel)

Two Become One

At Level 14 you feel the magical connection with anyone you give inspiration to. Anytime a creature uses one of your inspiration dice, use your reaction to add the value rolled on that dice to your next attack,  skill check, or saving throw (whichever the bard does next).  

Previous Versions

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