Base Class: Bard
Hi! Josephi Krakowski here with the College of Capricious Copies! A super fun subclass for bards!
Have you ever looked around the party and thought, "Hey, I bet I could learn to do that."? Have you ever thought that the paladin took a little too long to kill the BBEG even with your amazing buffs?
Copy! Copy! Copy!
When you join the College of Copies at 3rd level, you gain two of the following features:
1. Barbarian: "When a barbarian rages, they destroy. Instead, I will create!"
On your turn, as an action, you can expend one use of Bardic Inspiration to enter into a state of Bardic Meltdown. While in a Bardic Meltdown, you spitfire lyrics and your burns are so sick you actually deal damage. While in a Bardic Meltdown you gain the following benefits:
- You have advantage on Charisma (Intimidation), Charisma (Performance), and Charisma (Deception) checks.
- You can cast Vicious Mockery as a bonus action (Even if Vicious Mockery is not one of your known cantrips)
- You and all allies within 30ft. of you cannot be Frightened, and you are immune to Fright effects.
Your Bardic Meltdown lasts for a number of minutes equal to your Bardic Inspiration die maximized (at 3rd level, 6 minutes). It ends early if you are knocked unconscious. You can also end your Bardic Meltdown as a bonus action.
2. Cleric: "Turn Undead? Why not everyone?"
On your turn, as an action, you can expend one use of Bardic Inspiration and begin performing. When you do so, each creature within 30ft. that can both see and hear you and has an Intelligence score of 5 or more must succeed a Charisma saving throw or stop doing whatever they are doing and respond appropriately. If you are telling jokes, they will start to laugh. If you are playing a sick riff, they will cheer. If you are telling a sobering tale of woe, they will become teary-eyed and remorseful.
If the creatures were in combat, they can attempt the saving throw again at the end of each of their turns. If they succeed, they resume what they were doing. If the creatures were not in combat, they can re-do the saving throw once per minute.
After using this feature, you must finish a long rest to regain its use.
3. Druid: "I can make an even Wilder Shape."
On your turn, you can use your action to expend one use of Bardic Inspiration to cast an illusion upon yourself to hide your true form. With a little bit of magic and some wicked acting, you make yourself appear to be a beast or humanoid that you have seen before. You cannot mimic a creature more than one size smaller or larger. Your Illusion magic and acting are so powerful, the only way for a creature to know that you are not what you are mimicking is if you tell them or if they succeed an Intelligence (Investigation) check contested by your Charisma (Performance).
You can use this feature twice. You regain expended uses when you finish a long rest.
4. Fighter: "Second Wind? *giggle* How about *giggling intensifies* Making Wind?!?! *Busts out laughing*"
On your turn, as an action, you can expend one use of Bardic Inspiration to pass gas. All creatures within 10ft. must succeed a Constitution saving throw or fall prone retching. On a roll of 1, the creature falls unconscious.
Once you use this feature, you cannot use it again until you finish a long rest.
5. Monk: "Patient Defense? ugh... How about Impatient Offense?"
When a creature within 5ft hits you with an attack, you can use your reaction to expend one use of Bardic Inspiration to make an attack against that creature with a finesse weapon you are wielding with which you are proficient.
6. Paladin: "I prefer Verbal Smite"
When you hit a creature within 30ft. with an attack, you can expend one use of Bardic Inspiration to deal psychic damage in addition to the weapon's damage. The extra psychic damage is equal to two rolls of your bardic inspiration die added together.
7. Ranger: "Favoured Enemy. That's bullying and racism. I'll stick with Favored Friend"
You become proficient with one language of your choice. You gain advantage on Charisma rolls involving creatures that also speak your chosen language. The chosen language must be an exotic language.
8. Rogue: "Anything you can do, I can do better!"
Let's be honest. Rogues are just wannabe bards that can't create art so they just stab stuff. They say that they stab better than us. We'll see about that...
Once per turn, you can deal extra 1d4 damage to one creature you hit with an attack. The attack must use a finesse or a ranged weapon. This damage increases to 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, and 1d12 at 19th level.
Now we are equally stabby.
9. Sorcerer: "Our casting is more flexible!"
As an action, expend one use of Bardic Inspiration and roll your Bardic Inspiration die. Depending on the number rolled, you gain the following effect:
- 1-6: Gain one extra 1st level spell slot.
- 7-8: Gain two extra 1st level spell slots
- 9-10: Gain one extra 2nd level spell slot
- 11: Gain two extra 2nd level spell slots
- 12: Gain one extra 3rd level spell slot
Once you use this feature, you cannot use it again until you finish a long rest.
10. Warlock: "Ooh, they have demons and stuff. Well, we can't get demons, but we can get spells, familiars, and weapons!"
You gain one of the following features of your choice: Boisterous Familiar: You make a deal with a Fey or Fiend that is Small or Tiny with a Challenge Rating of 1 or less. The chosen Fey or Fiend becomes your Companion. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast Find Familiar, you can use the spell as normal, or use it to summon your Companion. You Companion is different from the others of its kind. Your Companion gains +2 to its Charisma score and +2 to its Intelligence score. Your Companion also has some basic features that made it stand out to you such as its sense of fashion, its musical talent, or its similarity to you. Other than this, your Companion follows all the rules of Find Familiar.
PS: Your Companion is supposed to add flavor to your character. Ex: Your bard (Alathor) met Grindl while clearing the town's only chapel's bell tower of some devils. One of the devils, an Imp, stood out to you. It stood back behind the rest and played a battle drum to inspire its allies in the fight. You spared Grindl's life and made a pact. You then set off as traveling companions, you on the lute, him playing the drums. You became close friends and often prank others using his invisibility.
11. Wizard: "Why waste mental space memorizing boring spells when you can memorize songs and jokes to the same effect?!"
During a short rest, you can go over your notes to find different jokes and songs. When you finish a short rest, you regain half of your expended uses of Bardic Inspiration (Rounded up). Once you use this feature, you cannot do so again until you finish a long rest.
When you reach the 5th level, you gain another feature chosen from the list above, and again at 10th, and 15th level.
Innumerable Inspirations
Also at 3rd level, you have learned to write down all your creative ideas. The number of uses of Bardic Inspiration you have increases by one half your bard level.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Final Copy
Starting at the 14th level, whenever you finish a long rest, you can select one of the following features:
1. Barbarian: "Bardic Champion"
As an action, you can expend one use of Bardic Inspiration to change your Charisma score to a 24 (+7). This change lasts for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.
2. Cleric: "Lucky Break"
You gain one Luck Point.
Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long rest.
3. Druid: "Boss Bard"
You are so good at acting that you can ignore the verbal and somatic components of your bard spells, as well as any material components that lack a cost.
4. Fighter: "Make love! Not war!"
You can reroll a saving throw that you fail. You must use the new roll. Once you use this feature, you cannot do so again until you finish a long rest.
5. Monk: "Perfect Performance"
When you roll for a Charisma check, you can add +5 to the roll. Once you use this feature, you cannot do so again until you finish a long rest.
6. Paladin: "Solo time!"
As an action, you begin to perform. Choose one creature within 30ft that can both see and hear you. Make a Performance check contested by the creature's Wisdom check. If you win, the creature becomes Stunned. Once you use this feature, you cannot do so again until you finish a long rest.
7. Ranger: "Great, rangers. Those racists. I can't think of anything terribly fun to do with their abilities so I'll just give ya a free Pass Without Trace."
You know and can cast Pass Without Trace without expending a spell slot. Once you use this feature, you cannot do so again until you finish a long rest.
8. Rogue: "Look at me! I am the best now!"
Choose one type of check (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma), on ability checks and saving throws using your selected ability, you can treat a d20 roll of 9 or lower as a 10.
9. Sorcerer: "Ingenious! If I never run out of Bardic Inspiration, I never lose!"
When you finish a short rest, you regain 1d4 expended uses of Bardic Inspiration.
10. Warlock: "Running with the Devil"
You can spend 10 minutes attempting to open a portal to Hell through which you can contact and hopefully contract a devil. You must expend 10gp worth of ingredients (consumed by the summoning) to do so. During the 10 minutes, you draw a circle of restriction around the summoning area as a precaution. Roll a percentile (d100) and apply the appropriate effect. Devils contacted can be negotiated with and that is the purpose of this feature.\
1-5: The spell fails spectacularly in a fireball originating at the summoning point.
6-10: The spell fizzles out.
11-30: You successfully contact a random devil (CR 0-14)
31-50: You successfully contact a minor devil (CR 0-5)
51-60: You successfully contact a random devil (CR 0-14), that is willing to make a contract. (You have advantage on negotiations)
61-70: You successfully contact a minor devil (CR 0-5), that is willing to make a contract. (You have advantage on negotiations)
71-75: You successfully contact a powerful devil (CR 14+)
76-80: You successfully contact a powerful devil (CR 14+), that is willing to make a contract. (You have advantage on negotiations)
81-85: You successfully contact a random devil (CR 0-14), that is desperate to make a contract. (You have +5 on negotiations)
86-90: You successfully contact a minor devil (CR 0-5), that is desperate to make a contract. (You have +5 on negotiations)
91-95: You successfully contact a powerful devil (CR 14+), that is desperate to make a contract. (You have +5 on negotiations)
96-100: You successfully contact a devil of your choosing. Roll 1d6, on a 1-2, the devil acts as normal, on a 3-4, the devil is willing, on a 5-6l, the devil is desperate.
Once you use this feature, you cannot do so again until you finish a long rest.
11. Wizard: "Artist's Signature"
Choose one 3rd level bard spell. You learn this spell and it does not count against your spells known. You can cast this spell once without expending a spell slot. Once you use this feature, you cannot do so again until you finish a long rest.
The chosen feature remains active until you finish a long rest, at which time you may choose a different feature.
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Posted Sep 30, 2020I made this a while ago and I really enjoy the concept.
I realize this is WAY OP and imbalanced.
However, it's gonna take me a while to get to a full fix and re-balance.
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Posted Sep 28, 2020like the idea for it however, I did notice that there are some things that are not implemented correctly