Bard
Base Class: Bard

The College of Philosophy is a subclass of bards who are primarily concerned with questioning everything they encounter. These bards incorporate questions about life into their music and stories.

These bards are passionate about inspiring people to be receptive to new questions in life. They question all aspects of life. Some are in search of true morality, while others question the value of morality itself. One may contemplate the value of physical wealth, while another may think about emotional wealth. All questions are welcome with these bards, although some may pursue a more specific branch of philosophy.

These bards tend to look for likeminded people. If such bards encounter receptivitiy they are more likely to stick around. 

Seeds of doubt

When an enemy you can see within 60 ft. makes an attack, you can use your inspiration die as a reaction to sow doubt in the mind of your enemy. The attacker must roll the inspiration die and subtract the number rolled from the attackroll. You must use this feature after the DM has rolled the attack, but before it is announced whether the attack hits or misses.

In addition, you can use your inspiration die to distract a hostile creature as a reaction to your companion's attack. The armor class of the hostile creature is then reduced by half of the rolled value on the inspiration die rounded down. You must use this feature after the attackroll, but before it is announced whether the attack hits or misses.

Bonus proficiencies

When you join the College of Philosophy at 3rd level, you gain proficiency with three skills of your choice.

Confusing Paradox

At 6th level, you learn to confuse creatures with complicated questions and dilemmas. Once per long rest you can magically recite a confusing paradox or question to your enemies. As an action you force a number of creatures equal to your proficiency bonus within 120 ft. that can hear you to make a wisdom savingthrow equal to your spellsave DC. The creatures must speak the same language for this feature to work. On a succesful save nothing happens. On a failure the creature spends its turn pacing and contemplating the paradox or question for up to 1 minute. The creature is incapacitated. The creature can repeat the savingthrow at the end of its turn ending the effect on a succes. If the creature is attacked during its contemplation, the next wisdom savingthrow to end the effect of this feature is made with advantage. 

Convincing Argumentation

Starting at 14th level, Your arguments are so well-crafted that they can sway even the most skeptical listener. Whenever you make a Persuasion check against a creature, you can choose to infuse your words with magic to force the creature to make an Intelligence saving throw (DC equal to your spellsave DC). On a failed save, the creature is convinced by your argument and takes the course of action you suggest if it doesn't cause the creature any harm. On a succesful save the creature is unaware you tried to influence them magically in any way. A creature that is immune to the charmed condition isn't affected by this feature. When a creature succeeds on the saving throw it is immune to this feature for 24 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2023 6:21:20 PM
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