Bard
Base Class: Bard

For many years you studied the art of subtly and the art of hexes. You were designed rather intentionally to be a spy and a diplomat, you can speak well and get away if it goes awry. 

You gain many abilities that allow you to weaponize any spells you cast by giving your target a specific debuff of your choosing while also being able to buff your allies better than ever.

Assassin's Ruse

3rd-level College of Hexes feature

You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Dexterity ( Stealth) check, you can treat a d20 roll of 9 or lower as a 10.

Hex Expert

3rd-level College of Hexes feature

You may choose to Hex any creature you can see within 60ft of you by using you bonus action bardic inspiration. Make a Charisma (Persuasion) check + Bardic inspiration die against their insight (disadvantage if they have been hit this round).

Debuffs:

Frenzied minds: you may after doing the bonus action persuasion check and if they fail, you may cause the creature to loose their minds, they can not concentrate on spells anymore and may not cast their highest level Spells. Non Spellcasters take 2D8 psychic damage and fall prone in pain. 

Easily Manipulated: the creature who failed the contested ability check now has disadvantage on all checks made against you and a number of creatures equal to your CHA modifier. 

This ability also allows you to buff your allies when you gift them Bardic inspiration. 

Buffs:

Better Inspiration - your inspiration die when put into action can also add your CHA modifier to the buff.

Rallying buff - when you gift the inspiration the creature may move half their movement for free as they receive the buff.

 

Personal Charms

6th-level College of Hexes feature

You have created many personal Hexes that are protective charms that look like small jars filled with oils and wax. You have as many as your Proficiency Bonus. You unlock them at each proficiency bonus increase:

Proficiencies 1&2:

General Protection - the best place to start. The wearer gains a +1 to AC, this does not require attunement.

Lit'le Luckier - the wearer is under the effect of the bless spell. 

Proficiency 3:

Minor Diviner - You may impose advantage or disadvantage to any roll after the decision has been made. This can be done there times before the item defuses. 

Proficiency 4:

Swifter Feet - increases your movement speed by 10.

Proficiency 5:

Stored spell - you may store a 3rd level Spell in this trinket and it can be cast once by anyone. The caster of this spell must use their own stats for the spell.

Proficiency 6: 

Jinx of Tripping - when the creature who is wearing this trinket hits an enemy, they must have a DC 15 DEX saving throw or fall prone. 

 

 

 

 

Additional Expertise & Proficiency

6th-level College of Hexes feature

Your extensive reading has made you very skillful in many ways. You gain proficiency and exertise in one skill. 

Hexed Inspiration

14th-level College of Hexes feature

You have found a way to allow the recipient of your inspiration to debuff the target or their attacks. They may choose how from this list:

Deprivation - the target of this ability must make an opposed skill check with the bard whereby the bard rolls persuasion and the target rolls a WIS saving throw or a Insight check, whatever is higher. If they fail, they become stunned on the spot. If they succeed they lost 15ft of movement speed. 

Banishing Rite - this effect becomes a weaker version of the banishing smite spell whereby whoever is hit makes a saving throw (bards spell save DC) or is banished. 

Stealthy Strike - this costs two Bardic inspiration die that do not stack but the next attack they make becomes a crit, even if it can not crit normally. 

 

 

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