Bard
Base Class: Bard

The sharpest weapons aren’t forged from steel—they’re crafted from words, wielded with deadly precision by those who know exactly where to strike. Bards of the College of Barbs have honed this craft to perfection, turning biting remarks and vicious humor into weapons capable of dismantling the strongest of foes. With a keen insight into human nature, they exploit insecurities, weaknesses, and fears, leaving their targets defenseless—physically, emotionally, and mentally.

These Bards live by the belief that brute strength and magical prowess are only as effective as the mind that wields them. And so, they choose to attack at the source—cutting through their opponent’s ego, pride, and sense of self-worth, rendering them vulnerable long before any physical blow is struck. Their verbal assaults provoke rage, doubt, or humiliation, causing even the most disciplined warriors to falter in the face of their scorn.

On the battlefield, a Bard of this College doesn’t rely on steel or spells. They need only words. As a towering warrior, muscles bulging and sword gleaming, charges toward them, the Bard stands calm, their smirk betraying a sharp mind already at work. Without lifting a finger, the Bard calls out, "All that muscle, and still, you couldn’t keep her satisfied. I guess it’s not just your sword that’s falling short."

The insult lands like a punch to the gut, combining intellectual superiority with a brutal jab at the warrior’s manhood. The words sink deep, far more damaging than any physical blow. The warrior’s confidence crumbles as he processes the humiliating double meaning, and in his rage, his attack goes wild. His form falters, his composure is lost, and suddenly, the Bard is in complete control. What began as an unstoppable charge has turned into reckless, unfocused swings, leaving him wide open to every strike that follows.

Bards of the College of Barbed Tongues don’t simply insult for the sake of cruelty. Every taunt, every cutting remark is carefully crafted to provoke a reaction that leaves their target exposed and vulnerable. These Bards can turn strength into weakness, using their enemies’ pride against them, exploiting emotional cracks to create strategic openings. A well-placed barb might incite aggression, pushing an opponent into rash, reckless attacks, or it could sow seeds of doubt, forcing even the bravest warrior into a retreat.

However, their talents are not confined to combat. In social arenas, such as courts of nobility or high-stakes negotiations, these Bards are equally dangerous. With a well-timed comment or an artfully veiled insult, they can unravel a rival’s reputation, leaving them flustered and unsure. Their words, sharp and precise, strip away the confidence of those who rely too heavily on their status or power. With each carefully placed insult, these Bards unseat the proud, reduce the arrogant to stammering fools, and leave their rivals questioning their every move.

Bards of this College are masters of both spoken and unspoken combat. They understand that a battle is often won long before swords are drawn, and they use their superior intellect to strike where it hurts the most—through the ego, the heart, and the mind. Whether they are in the middle of a battlefield or standing in the grand halls of diplomacy, their tongue is their most lethal weapon.

An Open Book

Mocking Taunt
At 3rd level, you learn to weaponize your sharp tongue, provoking enemies into emotional turmoil. As a bonus action, you can expend one use of your Bardic Inspiration to choose to either incite aggression or incite inferiority in a number of creatures within 60 feet of you, equal to your Charisma modifier + a d4 (minimum of one). Each targeted creature must make a Wisdom saving throw contested by your Charisma check, depending on the effect:

  • Incite Aggression: The target makes a Wisdom saving throw contested by your Charisma check. On a failure, the target sees you as the most desirable target to attack. If you're the closest or easiest target, the creature will prioritize attacking you. If the creature fails by 5 or more, it suffers disadvantage on all attacks against anyone but you until the start of your next turn.

  • Incite Inferiority: The target makes a Wisdom saving throw contested by your Charisma check. On a failure, you become the least appealing target for the creature. It will avoid attacking you unless no other targets are available. If the creature fails by 5 or more, it has disadvantage on all attacks against you until the end of its next turn.

For each additional creature targeted, subtract 1 from your skill check roll (before applying other penalties).

Tongues and Sensory Requirements:

  • You can cast Tongues on yourself once per short or long rest without expending a spell slot.
  • Creatures immune to being charmed or without Intelligence scores automatically succeed on the saving throw.

Keen Insight

Also at 3rd level, your ability to read people’s emotional and mental vulnerabilities sharpens. When you make a Wisdom (Insight) check to discern a creature's emotions, fears, or insecurities, you have advantage on the roll.

Additionally, you gain proficiency in Insight and Charisma Ability Checks.

Straight to the Heart

Cutting Words, Cutting Deeper

At 6th level, your mockery not only taunts your enemies but also deals psychic damage. When a creature fails its contest against your Mocking Taunt, it takes 1d4 psychic damage.

Additionally, as a reaction when a creature fails its contest against Mocking Taunt, you can force that creature to make a Charisma saving throw. On a failure, the creature has disadvantage on its next saving throw or ability check, as your words shake their confidence.

Emotional Insight

By 6th level, your insight into others' emotions and weaknesses is unparalleled. You can spend 10 minutes observing or conversing with a creature to learn one of the following about them:

  • A fear or insecurity the creature has.
  • A flaw from their personality traits or ideals (DM’s discretion).
  • How to make them angry, insecure, or embarrassed with a single taunt.

This ability can be used in both social situations and combat, giving you a tactical advantage by knowing exactly how to unnerve your target.

Master of Barbs

Tongue of Ruin

At 14th level, your mastery of provoking enemies reaches its peak. When you use your Mocking Taunt, you can now escalate the effects of Incite Aggression and Incite Fear:

  • Incite Hatred: When Incite Aggression succeeds, the target also fixates on attacking you. If the target is a Barbarian that is not already in Rage, this effect triggers the ability. It must move directly toward you and attack if able. If it cannot reach you, its movement is restricted to steps that bring it closer to you, or it must waste its turn making a Wisdom saving throw DC(10 + Bard Charisma Modifier) to try and regain control of its emotions.

  • Incite Shame: When Incite Inferiotrity succeeds, shame also consumes the target. It must avoid the proximity of others at all costs, and if there is nowhere to go, it will become Incapacitated for one round. The target can perform a Wisdom saving throw DC(10 + Bard Charisma Modifier) at the start of each turn, ending the effect on a success. 

You also deal psychic damage equal to your Bard level to the creatures affected by Mocking Taunt, as your words tear into their mind with devastating effects.

Lacerating Wit

At 14th level, your barbed words are so devastating that they can strip away even the most stubborn mental defenses. When you engage with a creature in conversation for at least 1 minute, you can choose to attempt to break down their emotional resilience.

As an action, choose one creature within 30 feet of you who can understand your words. That creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:

  • If the creature has resistance to being charmed or frightened, it loses that resistance for 1 hour.
  • If the creature is immune to being charmed or frightened, its immunity is reduced to resistance for 1 hour.
  • If the creature has neither resistance nor immunity, it instead becomes vulnerable to being charmed or frightened for 1 hour.

You can use this feature a number of times equal to your Charisma modifier per long rest.

College Of Barbs Image

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