Base Class: Bard
Bards of the College of Saboteur believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, or palaces vaults, doubling as spies and infiltrators, exploiting their skills and magic to evade and overcome traps and locks to glean secrets or treasures either for themselves or for their employers.
Concealed Hand
3rd-level College of Saboteur feature
Concealed Hand
When you join the College of Saboteur at 3rd level, you gain proficiency with Thieves’ Tools and Sleight of Hand, if you don’t already have it.
Also at 3rd level, you learn to move, pickpocket, bend locks, and traps with dashing style. As a result, whenever you make a Dexterity check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).
Timbre Extexo
3rd-level College of Saboteur feature
At 3rd level, you can temporarily disable magical wards or magical traps using merely verse and rhyme. When you spend at least 1-minute speaking or singing to a magical ward or trap, you can expend one Bardic Inspiration to temporarily disable them for a number of minutes equal to the number you roll on the Bardic Inspiration die.
Cypheric Ostinato
6th-level College of Saboteur feature
Starting at 6th level, you learn to control the vocal range and resonance of your voice to grant awareness to you and your allies to incoming danger.
When you and up to six allies that can see or hear you make a saving throw to avoid the full effects of a spell, as a reaction you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.
Master Saboteur
14th-level College of Saboteur feature
At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical and magical impediments. As an action, you can expend one use of Bardic Inspiration to disarm all mechanical and magical traps, open all locks and reveal hidden doors and pathways within 30 feet from you. Once you use this feature, you can’t use it again until you finish a long rest.
Additionally, you gained resistance from damage dealt by traps.
Previous Versions
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1/15/2024 11:14:53 PM
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Coming Soon
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