Base Class: Bard
The sister college to the College of Swords, the College of Fire and Smoke is renowned for it's performers and warriors alike. Those from this college are experts in the usage of firearms, explosives, and showmanship. They often find themselves in the employ of circuses and traveling performers, astounding audiences with their precision and finesse with such brutal weapons. In addition to using these skills for the entertainment of audiences, they find these skills exceptionally useful in combat and few dare cross one less they want a well placed bullet in the eye.
Many within this college go between the performing life and a life of combat as their talents so easily fit both. They are coveted as bodyguards for the rich and powerful, and even employed by less legal entities for enforcement and piracy. Their expertise with the weapons that are often foreign or mysterious to others makes them quite the intimidating foe before even firing a shot.
Those of the College of Fire and Smoke are not only known for their quick hands, but also in the ways of magic. They spin webs of bullets, spells, and misdirection to overwhelm and distract their enemies while they make their way either away with what they want or straight through who they target. These bards are often less predictable and more dangerous than those from some other colleges.
Bonus Proficiencies
When you join the College of Fire and Smoke at 3rd level, you gain proficiency with firearms, explosives, and whips. You also gain proficiency in the Sleight of Hand skill.
You can use any firearm as a spellcasting focus for your bard spells.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Trick Shots
At 3rd level, you learn to perform great acts of finesse and accuracy with your firearms. You can use the following
Ricocheting Shot
When you take the attack action, you can expend one use of your Bardic inspiration to target a creature that is behind total cover and add the number rolled to the damage dealt. This attack does not have disadvantage.
Intercepting Shot
When you are hit by a ranged weapon attack, you can use your reaction and expend one Bardic Inspiration die to attempt to intercept the ammunition with your own. When you do so, reduce the damage dealt by the number rolled on your Bardic Inspiration die + your Dexterity modifier + your Bard level.
Redirecting Shot
When a creature within range of your firearm is targeted by a melee weapon attack, you can use your reaction and expend a Bardic Inspiration die to shoot at the weapon and redirect it away from its target. Subtract the number rolled + your proficiency bonus from the target's attack. You can decide to do this after seeing the roll but before determining if it hits or not.
Distracting Shot
When you take the attack action on your turn, you can expend a Bardic Inspiration die to attempt to distract a target with your shot. The target of your attack takes the attack's normal damage + the number rolled on the Bardic Inspiration die. A creature of your choice within 5ft of that creature has disadvantage on their next attack.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Careful Shooter
Starting at 6th level, when you reduce a target to 0 hitpoints with a firearm, you can choose to make the attack deal non-lethal damage. You can also choose to make a melee attack with your firearm which deals 1d4 + your Strength modifier of bludgeoning damage.
Rapid Fire
As an action on your turn, you can choose to target a number of creatures equal to your proficiency modifier within 60ft and make a separate attack roll against each of them as long as you have the ammunition in your firearm(s).
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