Bard
Base Class: Bard

The college of magic trains bards that use deception, sleight of hand, and surprise to delight their audiences. These bards can take what one might see as mere party tricks to grand new heights. 

Magic Act

When you join the College of Magic at 3rd level, you learn one specialty act. You learn additional acts when you reach 6th and 14th level.

Escape Artist

You gain proficiency in Thieves tools and your proficiency bonus is doubled for checks using these tools. You have advantage on Acrobatics checks to escape being grappled or restrained.

Grand Illusionist

You seem to make things appear or disappear at will, without revealing your magical ability. You can cast silent image at will. Whenever you cast an illusion spell you can make a Charisma (Deception) check contested by the passive Wisdom (Insight) of any creature witnessing you cast the spell, on a success they are unable to determine that you are casting a spell.

Hypnosis

You can spend one minute talking to a creature to plant a suggestion in it's mind. The target must succeed on a Wisdom saving throw against your spell DC, on a failure it becomes charmed by you for 1 day and will attempt to follow a one sentence suggestion you give it while charmed in this way. The charm ends immediately if the target takes damage or determines that following the suggestion will cause it harm. If the target succeeds on the save they are unaware of your attempt to charm them and are immune to your hypnosis for 24 hours.

Mentalism

You gain proficiency in Insight and Investigation checks. You learn detect thoughts it counts as a bard spell for you but not against your number of spells known.

Sleight of Hand

You gain proficiency in Sleight of Hand, and add double your proficiency bonus to checks made with it. You can use a set of tiny objects, such as a deck of cards, coins, or small coloured balls, as a spellcasting focus. In addition you can use these items to make ranged weapon attacks, these attacks use your Charisma modifier for attack and damage rolls dealing 1d4 magical slashing damage on a hit.

Ventriloquism

You can speak without moving your lips and throw your voice across the room. When you speak you can make your voice originate from any location within 60 ft of you that is not behind total cover. You can use this trick to distract others, as a reaction when one of your allies attacks a creature within 30 ft of you granting them advantage on the roll.

Now you See Me

Also at 3rd level, you learn to simply not be where you seem to be. As a bonus action, you roll a Bardic Inspiration die. You turn invisible and teleport to a location up to a distance 5 times the result of the roll that you can see. Your invisibility ends if you make an attack or cast a spell or after one minute has passed.

Misdirection

At 6th level, you can use illusions and manipulation to hide or disguise something else you are attempting to do. You can cast spells from the illusion  or enchantment school that would normally require 1 action as a bonus action.

Stunning Assistant

Starting at 14th level, you can expend one use of your Bardic Inspiration as an action to magically conjure a beautiful assistant, roll the die, the assistant lasts a number of hours equal to the result. Your assistant is a Medium sized humanoid, you determine their appearance. You assistant uses your game statistics and acts on your turn, however they do not regain any abilities (such as Bardic Inspiration) that you have expended. Your assistant can move and take actions and bonus actions but they cannot make attacks or cast spells. Whenever you cast a spell you can do so as if you were in the location of your assistant instead. If you use this feature again, the new assistant replaces your previous assistant.

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