Base Class: Bard
A drag queen is a person who engages in gender performance for entertainment. Drag performances imitate and often exaggerate “traditionally” feminine gender signifiers and gender roles oriented around a persona (or personas). Gender is performed by wearing clothing and makeup as gender expression. Drag Queens are usually men imitating a female persona, but they and their persona(s) can be any gender or sexual identity. A typology might include Drag Queens, Drag Kings, Bio-Queens, etc.
Drag Colleges, where Queens learn their skills, are often referred to as houses. Houses serve as alternative families that provide shelter, solace, and safety for those who have often been kicked out of their original homes due to their desire to live or dress in ways not considered accepted by their cultures of birth.
Bonus Proficiencies
When you join the College of Drag at 3rd level, you gain a skill proficiency, a tool proficiency*, and one expertise*.
Sashay Away
At 6th Level, you can run in heels faster than you can clock a queen. You may make an opposed Performance check against an engaged enemy's Acrobatics check to prevent an attack of opportunity. You must make this check for every enemy in your engaged area. If successful, your movement cannot be affected by any action or reaction of an opposed enemy that affects your movement (e.g. the Sentinel feat). Additionally, the terrain doesn't affect your movement speed.
Throwing Shade
At 3rd Level, you learn Throwing Shade (Vicious Mockery) as a cantrip, but targets will instead make a Charisma saving throw instead of a Wisdom saving throw. You may roll a bardic inspiration die to increase the number of targets affected within a 30ft radius. If the target(s) fail their saving throw, the creature has disadvantage on the next Attack roll it makes before the end of its next turn.
All cantrip damage bonuses from scale levels apply.
Lip Sync for Your Legacy
Your level of performance is fiercely unmatched and no audience can take their eyes off of you. As an action, you can put on a main stage performance of your battle prowess, charming all targeted creatures within a 60-foot radius. The affected audience must make a Charisma saving throw against your Spell Save DC. If they fail, they cannot make an attack against you and are Stunned at the extravaganza of your performance. At the end of their next turn, they can make a Charisma saving throw against your DC to snap out of your charm. If they succeed the saving throw when you start the performance, they are still awe-struck and all attacks against them have advantage until the end of their next turn. This cannot affect creatures who are immune to being charmed. You can only use this once per short rest.
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