Bard
Base Class: Bard

Specializing in infiltration and sabotage, Whisperers utilize their acrobatics paired with special weaponry in order to greatly enhance their combat prowess. Increased combat ability coupled with natural charms make Whisperers the ideal spies, commonly employed by lords to undermine their political enemies.

 

Feather Feet

3rd level Whisperer feature

Whisperers are adapted to urban environments, trained to soften their falls as to better allow them to traverse the great metropolises they are employed in. You do not take fall damage from falls 30 feet or less in height.

Silverguard

3rd level Whisperer feature

Your connection to the College of Whisperers allows you to reduce your damage taken for a fee. When hit with an attack you may use a reaction and roll your bardic inspiration die and reduce the damage taken by the result. This action must be called before the damage die are rolled. An amount of gold coins equal to the damage reduced is then magically transacted from you and into the coffers of the College. You must have the gold coins on you in person whether in a coinpurse or magical storage such as a bag of holding. If the amount of gold coins on you is insufficient then the transaction fails and no damage is reduced.


You may use this feature a number of times equal to your proficiency bonus regaining all uses upon completing a short rest.

Rapier Training

3rd level Whisperer feature

A Whisperer's most prized possession is their rapier. Handed down to them as a sign of admission into the college, their rapier functions as a form of identification, weapon and status symbol. Whisperers spend years mastering their form and unique fighting style with the rapier, this training has the following effects:

  • You are able to use your rapier as a spellcasting focus.
  • Your rapier cannot be disarmed from you unless through magical means or you fall unconscious.
  • When taking the disarm action while wielding a rapier add half of your charisma modifier rounded down with a minimum of one to the result of the roll.

 

Mana Grenade

6th level Whisperer feature Whisperers are expert saboteurs often tasked with taking down important bridges and disposing of important cargo. The mana grenade was developed as a portable solution to the rising demand for explosives during these missions. As an action you are able to conjure and throw a mana grenade. Mana grenades can be thrown 20 feet and explode on impact resulting in an explosion with a radius of 5 feet. Any creatures caught in this radius must make a dexterity saving throw (DC 8 + your dexterity modifier + your proficiency bonus) taking 4d8 force damage on a failed save or half as much on a successful save and being propelled 15 feet away from the blast radius. You do not take damage from this explosion but can still choose to roll a dexterity saving throw in order to avoid being propelled away by the explosion.

  • When on a tile 5 feet adjacent to the point of explosion creatures are propelled in a straight line away from the explosion, they are considered flying until landing on a tile 15 feet away and thus can go over chasms and difficult terrain.
  • When standing directly on top of the point of explosion a creature is propelled 15 feet straight into the air and takes the resulting fall damage if affected.
  • Creatures of the size huge or greater ignore the knockback of the explosion.

You are able to throw a total of three mana grenades, you are unable to throw anymore until you complete a long rest, unless you expend a spell slot of 3rd level or higher.

Manabore Matchlock

14th level Whisperer feature

One of the College's greatest inventions only awarded to senior Whisperers. The mana bore matchlock or commonly referred to as mana gun allows a whisperer to channel his magical power into projectiles of raw magical energy. This allows for a very unique fighting style and greatly increases a Whisperer's combat ability.


Starting at 14th level you unlock the ability to requisition a mana bore matchlock, only you are able to use this weapon and any other person who attempts to use or tamper with the matchlock causes it to self destruct resulting in a harmless explosion of magical energy. If you lose your matchlock you are able to requisition a new one by spending 150 gold during a short rest.


The mana bore matchlock holds 5 mana cylinders, performing certain actions with the matchlock uses up cylinders which are replenished during every short rest. These actions and other mechanics regarding the mana gun are elaborated upon in the next page.

 

Mana gun Maneuvers

The mana gun allows for a very unique fighting style. Only the most experienced and battle hardened Whisperers are able to utilize the mana gun to its fullest potential as it pairs acrobatic stunts with pinpoint precision.


When paired with a rapier the mana gun allows Whisperers to attack while on the move better allowing for Whisperers to reposition without sacrificing lethal options. This page will discuss the actions you can perform using the mana gun.


For the purpose of attack rolls and resistances, you are proficient with the Manabore matchlock. The Manabore matchlock is a ranged magical weapon and uses your charisma modifier for attack rolls.

Heart Piercer:

1 Mana Cylinder

Taking up a marksman's stance you aim for the enemy's vitals making a ranged attack roll dealing 8d8 force damage on hit.

Duelist Dash:

1 Mana Cylinder

As an action select any creature within a 25 foot radius dashing towards them and firing a burst of low energy beams dealing 4d4 force damage and moving you in a straight line to a point 5 feet adjacent to the target.

 

Bullseye:

2 Mana Cylinders

As an action you chamber two mana cylinders firing at every creature in a 10 foot radius centered on yourself, every creature fired at must roll a dexterity saving throw (DC 8 + your charisma modifier + your proficiency bonus) taking 6d6 + an additional 1d6 (for every creature that fails the saving throw) force damage.

 

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