Bard
Base Class: Bard

Bards of the College of Progress know that the world is in dire need of socioeconomic reform, and they travel the land convincing others to take arms and join the revolution. Operating from the shadows and often hiding in plain sight, whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards are always busy scheming the next strike or protest. Bards of the College of Progress have countless contacts in all the highest social and political echelons. 

They will do anything in their power to bring about social change and will always support the working people... so long as it meets their interests.

True Politician

At 3rd level, you become wholeheartedly dedicated to the cause. You have a way with words that allows you to convince others to support your ideologies. You gain proficiency in the Persuasion, Deception and Performance skills. If you already had such proficiencies, you may add your proficiency bonus again.

Redistribution of Harm

Also at 3rd level, you learn how to use your wit to confuse, and otherwise trick other creatures to agree with your principles. As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll against you, you can convince that creature to deal half the resulting damage to another creature within 5ft of it that is also hostile to you. If there aren't any such creatures around, the target instead deals that damage to itself. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after a long rest. 

Universal Knowledge

At 6th level, you have convinced a number of spellcasters to share their knowledge for the benefit of all, and you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

Voice of the People

Starting at 14th level, you can spend 10 minutes inspiring your comrades, shoring up their resolve to fight for the cause. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Make a Performance ability check. Your chosen comrades gain temporary hit points equal to that number. A creature cannot benefit from this ability again until it has finished a short or long rest.

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