Bard
Base Class: Bard

This subclass is based on the concept of a performance magician, who uses sleight of hand, special card decks, and misdirection to create wonder in their audience. 

Stage Tricks

Beginning at third level, you learn the Mage Hand and Prestidigitation cantrips. These cantrips don't count against the number of spells you know.

Whenever you use your performance, you can cast either of these cantrips as a free action while performing. 

In addition, you also become proficient in Sleight of Hand and Deception.

Card Trick

Whenever a creature uses Bardic Inspiration, you may draw a card from a deck of playing cards in your inventory. 

When you do, roll 1d20. Based on the result, one of the following effects happens:

1: You take 1d8 damage.

2: The effect of your Bardic Inspiration roll is doubled.

3: The enemy's armor class is reduced by 2.

4: You slip and fall prone.

5: Choose a creature you can see. Their speed is doubled.

6: Choose a creature you can see. Their speed is halved.

7: Choose an allied creature. That creature heals 2d4+their constitution modifier.

8: Select a target you can see. A swarm of doves floods from your sleeves, and lifts the target. You can then move the targeted creature 15 feet in any direction.

9: You produce a Top Hat. Select a small or tiny beast with a CR less than your charisma modifier. You produce the selected beast from your hat for a number of turns equal to your charisma modifier. The beast is friendly to you and your party, and on your turn you may issue basic commands to it.

10: You produce a bouquet of flowers from your sleeve. These flowers serve no immediate purpose, but can be sold for approximately 5 gp.

11: You create the illusion that you've amputated one of your limbs. A targeted enemy makes a constitution save. On a failed save, they are nauseated, and take 1d6 poison damage every turn. At the end of their turn, they make another constitution save. On a successful save, the effect ends.

12: You produce a string of tied handkerchiefs from your throat. While they are there, you are silenced. You may spend your next turn removing the handkerchiefs from your mouth.

13: You are reduced to 0 hit points, and teleport in a puff of smoke to one square within 10 feet.

14: If you are adjacent to an enemy, you may move up to 15 feet away from them without provoking an attack of opportunity.

15: On your next turn, you may walk 5 feet above the ground an amount equal to your normal movement speed.

16: You drive a nail through your tongue. Flip a coin. If heads, you take no damage, and you gain advantage on your next performance. If tails, you take 1d12 damage.

17: You are able to read one opponent's thoughts. You know what they are thinking, as well as what actions they plan to take on their next turn.

18: You place a lit match in your mouth. As a bonus action on your turn, you may blow fire in a straight line 10 feet in front of you, dealing 1d10 fire damage to all enemies in the way. This removes the match, and cannot be done again until you place another match in your mouth.

19: You throw a fistful of pocket sand at a targeted enemy. They are blinded until they can clear their eyes.

20: An enemy you can see vomits two cards. Roll again on this table twice, and select yourself as the target of any beneficial effects, and that enemy as the target of any detrimental effects.

Cut in Half

You magically cut a willing creature in half vertically. Each half moves at half its normal movement speed, rolls its own initiative score, and takes turns independently. Each half may make one-handed melee attacks (unless the creature has more than two arms), can interact with objects, and can carry an amount of weight equal to half the amount it could normally carry. If one half takes damage, that damage is dealt to the total health of the severed creature.

If one half is adjacent to another, it may expend its movement action to rejoin.

A half of a creature may not be cut in half again.

Disappearing Act

Beginning at 14th level, if you are adjacent to a creature, you may use your action to cast a large sheet over them. By expending your movement action, you may teleport that creature up to a number of feet away equal to 100 times your charisma modifier. 

If the targeted creature is unwilling, it may make a constitution save. On a success, it is unaffected. 

Huge or larger enemies cannot be affected by Disappearing Act if they are unwilling.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2019 9:14:27 PM
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