Base Class: Bard
"Pantomimes use their flexible limbs, intricate gestures, and fervent expressions to wiggle into the Weave and cast their spells. To a pantomime, fully expressing the might of magic with one's body grants more control than merely reciting an incantation. Students from this College include not only court jesters and mimes, but also stage performers and dancers whose art is displayed with their body. The College of the Pantomime also takes in those that have lost their senses from ailments or trauma and teaches them that sound is but one medium that art can bloom from.”
Pantomime Arts
3rd-level College of the Pantomime feature
When you join the College of the Pantomime at 3rd level, you learn the eccentric performance styles and the bodily interpretations of the Pantomimes. You gain the following benefits:
- Your Bardic Inspiration feature can now be given to creatures that can either see or hear you; the other limitations still apply.
- Whenever you make a Dexterity (Acrobatics) check, a Dexterity (Sleight of Hand) check, or a Dexterity (Stealth) check, you can gain a bonus to the check equal to half your Charisma modifier (minimum of +1).
Pantomime Magic
3rd-level College of the Pantomime feature
When you join the College of the Pantomime at 3rd level, you learn the silence spell. It counts as a bard spell for you and it does not count towards the number of spells you know. In addition, you gain the following benefits:
- Whenever you cast a bard spell that has somatic components, you can expend one use of your Bardic Inspiration to omit the verbal components for that casting of the spell.
- Your eccentric strikes have an uncanny presence that befuddles others. When you hit a target with a weapon attack, you can expend one use of your Bardic Inspiration to deal extra force damage to the target. The damage equals the number you roll on your Bardic Inspiration die. You can do so only once per round on your turn.
Wrist of the Linguist
6th-level College of the Pantomime feature
You have studied the cultures of your known languages in great depth and can articulate the hand gestures and expressions of a language as clearly and quickly as speaking it. When you are interacting with a creature within 30 feet of you and both of you share a language, you can communicate to that creature in that shared language without needing to speak - using any combination of one or both of your hands, your body language, or your facial expressions as your signs.
If a creature has a magical ability to understand a written language that it doesn't normally understand, such as with the "Eyes of the Rune Keeper" invocation or with the Comprehend Languages spell, and can see you, it can treat your signing as a written language for the purpose of understanding you. For the spell's effect, the creature doesn't need to touch you or take additional time to "read" your movements, but must still be within 30 feet of you that it can see.
Copycat!
14th-level College of the Pantomime feature
You've become so adept at beguiling magics that your strikes perplex others - were they hit by something or were they not? When a creature hits another creature with a weapon attack, and both creatures are within 30 feet of you that you can see, you can afterwards use a reaction to copy that weapon and its properties - magical or not. If the weapon you copy is one that requires attunement, you can immediately attune to it, provided you meet the requirements, and are not already attuned to three magical items.
Once you use this reaction to copy a weapon, you must finish a long rest before you can copy another.
As a bonus action thereafter, you magically conjure a weightless, invisible version of the weapon you copied in one or both of your hands and it lasts for 1 minute. The copied weapon ends early and disappears if you use a bonus action to conjure it again, or if you are incapacitated, petrified, restrained, or die. You have proficiency with your copied weapon while you are holding it, and you can only conjure one copied weapon at a time.
When you make an attack with your copied weapon, you can use your Charisma modifier instead of Strength or Dexterity for its attack and damage rolls, and its damage is magical for the purpose of overcoming resistance and immunity to non-magical attacks, if it isn't already. If your copied weapon uses ammunition, you magically conjure invisible versions of the appropriate ammunition in your hand when you make your attack(s). The conjured ammunition disappears immediately after hitting or missing its target.
You can conjure your copied weapon a number of times equal to half your Charisma modifier (minimum of 1), and you regain all expended uses after finishing a long rest.
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