Base Class: Bard
Bard's of the College of Secrets can be found in most places of gathering; they stand on stages and sing to crowds of listeners while reading the room, they share stories in the corners of a mead halls and the open of busy town squares in hopes of finding new gossip and hidden tales. They are at their best when blending in with crowds of people, while they covertly pick their targets by twisting the minds and bodies of those around them. Known commonly as the College of Tavern Secrets, they are experts at pulling information from those who would share a drink with them, as they muddle the mind of the listener to feel like they've had one too many drinks.
What comes off as a welcoming face and cheerful attitude may very well be a bard trying to squeeze you for information. Though, most bards of this college do not do so for unjustified reasons. Most are hired as spies or simply to sell information to those who seek them out.
Song of Taverns
3rd-level College of Secrets
Whenever you give a creature a Bardic Inspiration die, you can choose another target creature within 60 feet of you to drunken it's body and dampen it's mind. The target creature must succeed on a Constitution saving throw against your spell save DC, on a failure the target becomes poisoned or charmed (your choice as you use this feature) for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Observant
3rd-level College of Secrets Feature
You are accumulated to busy rooms of folk listening to your tales while you study the room for information. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. Additionally, you have advantage on Wisdom (Insight) checks while speaking directly to a creature that you can see.
Drunken Inspiration
6th-level College of Secrets feature
You twist magic into your performances to give creatures the advantages of being intoxicated while ignoring it's negative effects. When you use your Bardic Inspiration on a creature they gain additional benefits that last until the end of their next turn. They gain the benefit of the Disengage action, their walking speed increases by 10 feet, and standing up from prone only costs 5 feet of movement.
Additionally, the target of your Drunken Inspiration can use their reaction when a creature makes a melee attack against them to have disadvantage on that attack roll.
Black Out
14th-level College of Secrets feature
As an action, you intoxicate a target creature that you can see within 60 feet of you to the point of inability. The target creature must succeed on a Charisma saving throw against your Spell Save DC or become incapacitated for 1 minute, while incapacitated in this way the target can still speak but it can't speak a deliberate lie. The creature can avoid answering questions to which it would normally respond with a lie, as long as it remains within the boundaries of the truth. This effect ends on the creature if another creature uses it's action to shake the creature out of it's stupor or if it receives any damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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