Bard
Base Class: Bard

The College of Misdirection homes in on a bard’s ability to draw attention and hones it to perfection. They devote their time to learning how to direct attention to and away from things as a master magician would. They strive to lead their enemies by the nose, granting advantages to their allies and hindering their foes. As they say, the deepest shadows hide behind the brightest lights.

Song of Obscurity

Starting at 3rd level, as an action you can expend one use of a bardic inspiration to obscure allies from enemy sight. Roll a bardic inspiration die; the number rolled can be divided as you choose among any creatures you can see within 60 feet. For example, a roll of 6 can be granted to one creature, or it can be split as +3 between two creatures. For the next minute, the creature(s) can can use their reaction to apply it to their AC for one turn, upon which it disappears. A creature can only have one instance of this ability at a time, but it does not count against a normal granting of inspiration. 

Shadow Piper

At 3rd level you are able to manipulate the shadows with your performance to hide you and your allies. You gain the ability to cast Pass Without Trace once per long rest at its lowest level without expending a spell slot. You can choose to subsequently cast this spell with spell slots as normal. This counts as a bard spell for you and does not count against your number of known spells.

Song of Distraction

At 6th level you can use an action once per short rest to perform a mesmerizing song to distract your enemies. As an action you fill a 15 foot radius area around you with music. A number of creatures up to your proficiency modifier gain disadvantage on attack rolls when they are within the area. The creatures are of your choosing.This effect is concentration and lasts for up to 1 minute.

Masterful Decoy

At 14th level you have mastered the art of misdirection and can skillfully draw attention to yourself when you act, allowing an ally to make a move. Once per turn when you succeed on an attack roll, an ally of your choice can choose to use their reaction to make a melee attack or use a cantrip immediately against the same target.

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