Base Class: Bard
Members of the College of the Dozens have taken the simple cantrip of Vicious Mockery and honed it to a razor's edge. Keen insight and quick wit allow these bards to weave potent insults that strike at a person's very core. The most talented of these wordsmiths can sap the very strength from their enemies with a well placed verbal barb.
Barbed Mockery
At 3rd Level, add your Charisma modifier to the damage of your vicious mockery cantrip. When a creature takes damage from your vicious mockery cantrip, it is marked by you until the end of your next turn.
In addition the die used for Vicious Mockery increases to a d6. It increases to a d8 at 6th level, and again to a d10 at 14th level.
Getting a Read
At 3rd level, you gain proficiency in the Insight and Intimidation skills. If you spend a minute observing your target, you gain Advantage on any Intimidation checks against them for the next hour.
Hype Man
At 6th level, when an ally within 60ft fails an ability check, saving throw, or attack roll, you can use your reaction and expend a Bardic Inspiration die. If you do, they can reroll the die, adding the Bardic Inspiration die to the new roll. They must use the new roll.
Quick Retort
When a character marked by you misses an attack roll, you may use your reaction to cast the vicious mockery cantrip targeting them.
Killer Bars
At 14th Level, with your mastery of the spoken word, you can utterly crush the spirit of your enemies. As an action, you weave an insult of truly epic proportions. Choose a creature, and target an ability score of your choice. The creature must make a saving throw using that ability score. A creature marked by you fails the save automatically. On a failed save the targeted ability is diminished. All attack rolls, saving throws, and ability checks using the targeted ability score are made with disadvantage. In addition, any saving throws made where the targeted ability score determines the save DC (spells, abilities, etc) are made with advantage. This effect lasts until the beginning of your next turn.
You can use your Bonus Action at the beginning of your turn to extend the effect another round, until the beginning of your next turn. You can repeat this action on all subsequent turns for one minute, or until the effect ends.
Once used, this action cannot be used again until after a short or long rest.
Previous Versions
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10/18/2021 4:25:11 AM
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