Base Class: Bard
Bards from the College of The Leisurely King are stagnant, prideful and stubborn. They've always had it easy their entire lives and people around spoiled them to unbelievable lengths. The children of 'light' that were always chosen before others for everything, even if they played unfair. There's no competition when meeting one of those on your adventures as they'll exploit you, then turn everyone on you. It is best to keep your distance and not get close.
Id of The Perspicacious Child
When you join the College of The Leisurely King at 3rd level, you develop an irresistible personality and people treat you as the master in their own homes. You gain advantage on Persuasion rolls.
Additionally, you can use Bardic Inspiration on yourself.
A 'Monarch' Has Its Ways
Also at 3rd level, you learn to sense a heated situation and make your way out of the turmoil as soon as possible, after all even a 'King' can mess up. You choose a spell between Expeditious Retreat, Jump or Misty Step.
Additionally you get advantage on Perception check rolls.
There's No Escape Without Trouble
Another feature for 3rd level is so when things get a little too bloody, you'd need to defend yourself and a musical instrument would do you no good. You gain proficiency with improvised weapons.
Additionaly you get advantage on Acrobatics rolls.
Boisterous Ego
At 6th level, choosing to use Bardic Inspiration on yourself instead of others increases your AC by 3 for the duration until you decide to roll the die.
Additionally you gain advantage on Dexterity save throws.
Parade of The Lunatic Paradise
Starting at 14th level, you are able to control others' desires, delve deeper into their true selves and make people crazy. You can use an action to cast illusions of past traumas and deplorable nightmares. Choose up to 3 targets within 60 feet of you, the targets must be at least 5 feet close to each other. The ones who are affected each make a Wisdom saving throw(DC = 8 + your proficiency bonus + your Charisma modifier) on their turn. On a failed save, their maddened minds force them to waste their turn on a single attack Action to the closest creature next to them, dealing extra 1d6 force damage on a hit. If there are multiple creatures, the caster of the spell can decide. On a successful save, they take 5d6 force damage and become prone.
Once you use this feature, you must finish a Long Rest before you can use it again.
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