Base Class: Bard
Bards of the College of Trickery have met so many different people and creatures in their lives and studied the behaviour of people and creatures that they know how to influence thoughts and feelings and often use it for their own gain. These bards have often either spread rumours, told lies to talk their way out of dangerous situations, are responsible for fabricated myths, legends and stories or have studied psychology.
Bonus Proficiencies
When you join the College of Trickery at 3rd level, you gain proficiency with Thieves' Tools, Sleight of Hand and an Skill of your choice. You learned also Thieves’ Cant.
The art of mischievous distraction
From 6th level, you gain expertise in persuasion. If you speak to someone or something, you also gain Advantage in Sleight of Hand. If you try to disarm someone in combat and they are distracted by you, you can add your proficiency bonus to your normal dice roll.
Charming temptation
You can choose up to 3 people and/or creatures to talk to in order to compliment them. You decorate your sweet words with magic that manipulates the subconscious. Each selected person and/or creature must make a Charisma saving throw and must achieve a result at least equal to the user's DC to succeed. On a Failed saving throw, the person or creature is charmed and loses their free will for 2 minutes. Within these two minutes, any command is executed as long as this command originates from the user. After the 2 minutes have elapsed, the person or creature loses the memories that occurred within these 2 minutes and the memory of the charming itself.
The persons and/or creatures must speak at least one language and need to hear you in order to be charmed by the user. It doesn't matter which language it is.
At level 14, you can only use it once per Long Rest. From the 17th level you can use it twice per long rest and from the 20th level you can use it three times per long rest.
You also gain immunity to charming.
Previous Versions
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