Bard
Base Class: Bard

Duke Archibald was enjoying the presence of his friend, a human noble by the name of Drake Farwen. But little did Archibald know that the human who sat only ten feet away was actually a tiefling, the same tiefling whose parents he had killed thirty years ago. Everything was going to plan, "Drake Farwen" would make sure that Archibald would be destroyed in every way possible.

Masters of deception, bards studied in the college of grand illusions are able to craft major plots and conspiracies to undermine their enemies. Whether they get enjoyment from the trickery or they are wanting revenge, these bards are in it for the long game. To name a few ways that these bards have been known to create these masterworks they turn enemies into friends, they change who they are known to be, and they manipulate memories. Some use these abilities for their own merit, while others use them for the people. Bards within this college commonly believe that it is not enough to kill their enemy, but they must be vilified to the public and their crimes known. They must destroy their enemies in every way possible. Some bards within this college become famous for their vigilante justice, while others become infamous for their scams and tricks.

Masterworks

When you choose this subclass at 3rd level, you have trained in ways of long-term deception. You have fabricated masterworks of deception to destroy your foes. You gain your choice of one of the masterworks. 

Count of Deception

You can manipulate those around you who were once enemies into friends. This masterwork is usually used to get the trust of an enemy, only to later squash it and leave them in the dust.

At level 3 when you cast a spell that charms someone, after the spell has ended they do not know that they were charmed. The person can make a Wisdom (Insight) check against your spell save DC to tell if their behavior was odd after the charm has faded, though this does not directly tell them they were charmed. 

At 6th level when you make a skill check with a skill that uses Charisma you have advantage if the person has been charmed by you before. You do not get this bonus if the last time you charmed them they succeeded on a Wisdom (Insight) check. They also have disadvantage on saving throws against spells that charm them that you cast if you have charmed them before and they failed their Wisdom (Insight) check.

At 14th level, you can cast the Gease spell once every long rest without expending a spell slot. If you do so it is cast as though you have used the highest level spell slot you have for the purposes of casting it at a higher level.

Dream Walker

You manipulate people without them even being aware. You can bring yourself into the dreams of others and manipulate them.

At 3rd level when you take a long rest you can enter the dreams of a person you know. This person must be on the same plane as you. The person makes a Wisdom saving throw against your spell save DC. On a failure, you enter their dream. On a success, you do not enter their dream. Roll 1d4 to determine whether they are having a nice dream (1), a nightmare (2), or not having a dream (3) reroll on 4s. When you enter a dream you can manipulate them as though you have cast the Modify Memory spell. If the target is having a nightmare there will be a monstrosity within the dream. The DM chooses a monstrosity to inhabit the dream. If the target has a darker past or has a stronger will, usually that makes the monstrosity have a higher CR. The most common dreams usually have the monstrosity have a CR of 3. The creature is hostile to you and will attack you. You have all of the equipment you had while awake. If you are killed by the creature they wake up and take 2d6 psychic damage [OPTIONAL: you can instead gain 1 level of exhaustion]. If you kill the monstrosity then the nightmare becomes a dream. You are in the dream for 1 hour and cannot leave early. After attempting to enter a dream you can't do so again until 14 days have passed.

At 6th level, after you attempt to enter a dream you can try to do so again after 7 days have passed. When you die from a monstrosity within a nightmare you take 3d6 psychic damage.

At 14th level, when you attempt to enter a dream and you fail you can attempt again during the next long rest.

Other Life

You have learned to mask your own identity and take on new forms. 

At 3rd level, you gain proficiency with a disguise kit and proficiency with the Charisma (Performance) skill. You can also cast the spell Disguise Self at will without expending a spell slot. Rolls to see through the spell have disadvantage.

At 6th level, you can cast the Alter Self spell without expending a spell slot once every long rest. You have to choose the change appearance option when doing so. Also, all spells that change your appearance last an additional hour and do not have concentration. This does not count spells that polymorph you or make you invisible.

At 14th level, after taking a long rest you can choose to change yourself into a different form. You can make yourself appear at any height between 3ft and 7ft tall and you appear as any race or gender. This change is not considered magical for the purpose of detecting and dispelling magic. You also have advantage on Charisma (Deception) checks if you are disguised as someone who the person trusts.

Secretive Planner

At 6th level you have plans, and it's quite vital your targets never learn of them. You gain advantage on Charisma (Deception) checks to lie about your schemes and master plans.

Weaver of Deception

At 14th level, you can create fake people able to help you pursue your ultimate goals. You can cast the Simulacrum spell. It is a bard spell and does not count against your known spells.

Silky Speaking

Also at 3rd level, you have a way with your words. You can expend a use of bardic inspiration and roll an inspiration die on a check that uses a Charisma skill after you know the roll but before you know the result.

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