Bard
Base Class: Bard

Tricksters wield peculiar smoke-dispensing implements known as censers to conjure an array of illusions. Though they have few means of harming their enemies directly, tricksters excel in the art of deceit, and possess magics fit to befuddle foes and trick them into delivering their own ends. However, unlike for other vocations, this action deals hardly any damage, and its true purpose is to draw attention to the wielder. Use the censer to beguile your foes, and you shall soon have them dancing on the palm of your hand.

Illusory Imagery

3rd-level College of Tricksters feature

You can reach out to spirits to guide you and others. You learn the minor illusion cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Mystical Focus

3rd-level College of Tricksters feature

You employ tools that aid you in channeling mystical illusions, be they horrific monstrosities or beautiful damsels. You can use any censer as a spellcasting focus for your bard spells.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Mystical Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Misty Illusions

3rd-level College of Trickster feature

You wave your censer causing hypnotic illusions to plague the battlefield. While you are holding your Mystical Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Illusions table using your Bardic Inspiration die to determine the illusion you conjure. You maintain the illusion until you bestow the illusion’s effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the illusion’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

You can maintain only one of these illusions at a time, and rolling on the Illusions table immediately ends the effect of the previous illusion. If the illusion requires a saving throw, the DC equals your spell save DC.

Illusions
Bardic Insp. Die Illusions Manifested
1 Sweeping Shroud. Diffuses smoke across 30 ft, attracting the attention of any targets the smoke touches. If Latching Effigy has been cast, targets will focus on the simulacrum instead. All targets within 30 ft of the caster must pass a saving throw or be forced to turn their attention to nothing but the caster for 3 minutes.
2 Delusory Screen. Conjures an illusory wall that hinders hostile targets' movement and blocks their field of vision. Hostile targets must pass a saving throw or they cannot pass through, nor see through the wall by any means. The wall dissipates after 3 minutes.
3 Aromatic Rally. Diffuses incense in the vicinity that boosts the offensive capabilities of allies it touches and allows them to fight on even if their hit points run out. Allies gain 1d4 additional psychic damage to any attack. Additionally, allies can take an extra turn after their HP reaches 0, and will fall unconscious at the end of their turn if no hit points were restored.
4 Espial Incense. Detaches caster's spirit from their physical form by inhaling a peculiar incense. Spirit can be controlled, and used to scout distant places undetected by any means aside from Truesight.
5 Fickle Foot. Conjures an illusory platform that can be set in places without footholds, such as in mid-air. The size of the platform can be up to 60 ft long/ wide. Can be used to entice hostile targets toward an unexpected fall.
6 Latching Effigy. Launches a simulacrum conjured with Effigial Incense toward a distant target and possesses it. All targets that fail the saving throw perceive the possessed target as the caster and vice versa.
7 Scented Alarum. Envelops the caster in a special smoke that detects any hostile targets in the vicinity, similar to [Tooltip Not Found].
8 Dragon's Delusion. Creates an illusory dragon that cannot directly deal damage, but instills hostile targets with fear. If the target fails the saving throw, they become frightened for 3 minutes.

Mystical Mimicry

6th-level College of Tricksters feature

Incense provide you with supernatural insights. You can conduct an hour-long ritual inhaling incense (which can be done during a short or long rest) using your Mystical Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Master Illusionist

14th-level College of Tricksters feature

You now have the ability alter your incense toward certain illusions. Whenever you roll on the Illusions table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

ILLUSIONS

Illusionists, like bards of the College of Tricksters, often manifest surreal and mystical machinations. When determining what illusions you create, consider what form they take. Do they all feature creatures from a specific group, like goblins, trolls, and dragons? Or are your machinations more personnel, manifesting as close friends, past foes, or just the local dairy farmer? Use the illusions you weave to define your niche as a Master Illusionist.

College Of Tricksters Image

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