Bard
Base Class: Bard

The minstrels of Athas are entertainers to the wealthy and powerful elite of the city-states. Singers, acrobats, poets, dancers, and storytellers, minstrels tour the cities of Athas in troupes or individually, making a living with their wits and talents. The civilized peoples of Athas have long celebrated minstrels, and by tradition all but the poorest or most suspicious of hosts are proud to open their doors to traveling performers. Hosting a minstrel or sponsoring a troupe’s performance reflects well on the host, and most Athasians are eager to forget their troubles with a few hours of song and dance. Nobles often send troupes of minstrels to one another as gifts; it is seen as a great insult to refuse such a gift, even when all involved know that minstrels are often spies or assassins.

The most skilled (or fortunate) minstrels are highly paid companions to nobility, trusted advisors or agents who enjoy the most intimate confidences of their patrons. Minstrels are often retained by noble houses to tutor young nobles or teach them about the world. They might serve as bodyguards and fighting instructors at the same time. Minstrels who belong to a troupe lack the comfort and trust bestowed on a kept minstrel, but they enjoy the freedom to travel and the aid of a network of informants and allies throughout the Tyr Region. The poorest and most humble minstrels are simple wandering storytellers or jugglers who perform for their supper from night to night.

Many minstrels have a dark side they conceal beneath their charm and talent. Those with ambition and ruthlessness find opportunities in the employ of the elite classes. Minstrels often lead double lives as blackmailers, thieves, spies, or assassins; a minstrel’s visit or a troupe’s performance might conceal a mission of espionage or murder. They are renowned as masters of poison, concealed weapons, and subtle trickery. Even the humblest wandering minstrel with threadbare cloak and battered lyre might be more than he or she seems there’s no better spy than someone who seems harmless and is welcome wherever he or she goes.

Tools of the Trade

When you join the College of Assassins at 3rd level, you gain proficiency the poisoner's kit. Once during each short rest, you can use a poisoner's kit and expend 10 gp worth of materials to prepare a number of doses of debilitating poison equal to your Charisma modifier. You can apply a dose to one weapon or piece of ammunition with your bonus action. Once applied to a weapon or piece of ammunition, the poison is effective for 1 hour or until you hit with it. When a creature takes damage from the coated weapon or ammunition, it grants you advantage on attack rolls until the end of your next turn.

In addition, poisons you craft with your poisoner's kit add your proficiency bonus to their saving throw DC.

Assassin's Strike

Also at 3rd level, you learn how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The amount of extra damage is equal to a roll of your Bardic Inspiration die.

Using this feature doesn't expend a use of your Bardic Inspiration.

Concealed Weapon

At 6th level, you can turn one weapon you are holding invisible. In addition, the hand you're using to hold that weapon appears to be open rather than gripping an object. This effect lasts for one hour, or until you drop the weapon or make an attack with it.

When you attack with the invisible weapon created by this feature, you gain advantage on the attack roll and score a critical hit on a roll of 18-20.

Deadly Deflection

Starting at 14th level, when an enemy misses you with an attack, you can expend one use of Bardic Inspiration. The enemy that missed you must reroll the attack against one creature within 5 feet of you. Roll a Bardic Inspiration die and add the number rolled to the attack roll.

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Athas: College Of Assassins Image

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