Base Class: Bard
The College of Shadows combines certain traits from bard subclasses, as well as new traits that allows for a cunning bard that chooses to deceive rather than entertain.
Expanded Spell List
Upon choosing this subclass, you gain access to the Warlock spell list
Modified Bag of Tricks
At 3rd level, you gain access to a modified Bag of Tricks. You can pick two of them, and you can swap one out after a long rest. Your Tricks will be bonus actions, unless stated otherwise. You can only use each Trick once, and you regain Tricks after every long rest. Tricks use your Trick Save DC, which is 8 + your proficiency bonus + your Charisma modifier. If you use a Trick on the same target twice, they will have advantage on their save.
Disappear
As an Action, you disappear in a puff of smoke, moving a distance up to your total movement. Your movement does not provoke opportunity attacks until the end of your turn. You may make one weapon attack against a target of your choosing within range.
Disorient
You attempt to confuse an opponent, causing them to hesitate. They must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy has disadvantage on their next attack.
Nimble
You have 2 bonus Action this turn that can be used for anything except another Trick.
Steal
You attempt to steal from an enemy. The target must make a Wisdom saving throw against your Trick Save DC. If it fails, you may choose one object from the target's inventory and add it to your own. This cannot be an item that is currently being used by the target.
Turncoat
You attempt to persuade an enemy to attack it's allies, the target of the Trick must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy is charmed until the end of their next turn.
Unsettling Words
At 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Friend To All
At 6th level, you learn the Friends cantrip. You can cast this cantrip without its material components. When you use this cantrip, a creature will not become automatically hostile towards you upon the effect ending.
Seeds of Doubt
At 6th level, whenever a creature fails a saving throw or ability check against you, they begin to doubt themselves. The creature must subtract their proficiency bonus from any subsequent roll of the same type until they succeed a saving throw or ability check.
Natural Liar
At 14th level, you gain advantage on deception checks.
Mental Dominance
At 14th level, you learn the Mental Prison spell. Instead of targeting a specific creature, you can instead target an area with a radius of 10 ft. You can choose any number of creatures in this area to be targeted by this spell.
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