Base Class: Bard
What happens when a Bard's ego outweighs their talent? When their proficiency in retroactively describing a flirtatious conversation they totally had that ultimately ended with their suave advances being rejected is leaps and bounds better than their proficiency in actually speaking to someone with an intelligence greater than that of your average rock? When they couldn't get none even if they were one of the last two creatures in all the multiverse?!?! Well, here's the answer! The College of Anti-Rizz is for those Bards who need more than a little help in the Charisma department, but make up for it by being better in other, more weirdly specific areas.
Level 3: Taking the "Rizz" out of Charisma
Your Charismatic nature maybe wasn't all you thought it was...
At Level 3, your Charisma Score is capped at 10 and cannot exceed it. If you already have a Charisma Score above 10, reallocate points from your Charisma Score to any other Ability Score of your choice until you are at 10.
For What You Lack: You have Disadvantage on all Charisma saving throws and related skill checks and your Jack of All Trades Bard Class Feature doesn't work on Charisma skills. Choose either Strength, Constitution, or Wisdom to replace your Charisma saving throw proficiency and move any skill proficiencies you had under the Charisma Ability to an equal number of skills under any other Ability of your choice.
You Make Up With: Choose any skill you have proficiency in and gain Expertise in it. You also gain proficiency in any 2 tool kits and Weapon Mastery with one weapon of your choice.
Level 3: "Watch This!"
Even a broken clock is right twice a day...
Bardic Inspiration: Because you have a max Charisma Score of 10, you only have 1 Bardic Inspiration. This Bardic Inspiration can only be used on yourself, but doing so allows you to go from Sigma to Alpha, if for but a moment.
Every time you use your Bardic Inspiration, your Charisma Score immediately becomes a 20 and your Disadvantage on Charisma rolls is suppressed while this ability is active. You have a +5 Charisma Modifier and you add your proficiency bonus to all Charisma based saving throws, skill checks, spell attacks, and spell saves.
You also roll your Bardic Inspiration Die. At any point before the ability ends, you can either add or subtract the number from any d20 roll yourself or a creature within 30ft. of you makes. You can only do this once per use of "Watch This!".
Duration: When used in combat, roll 1d4 to see how many of your turns this effect lasts. It will stop at the end of your last turn rolled. When used outside of combat, roll 1d4 to see how many minutes this effect lasts.
At Level 14, you gain a second Bardic Inspiration.
Level 6: Could You, Like, Not?
Your baffling lack of self-awareness allows you to distract your enemies.
At Level 6, as a Reaction to an enemy creature making an attack against an allied creature within 10ft. of you, you can say or do something so unbelievably cringe that it imposes Disadvantage on the attack. If the attack misses, the attacking creature takes an amount of Psychic damage equal to 1 of your Bardic Inspiration Dice from the sheer awkwardness of you. Roll your Bardic Inspiration Die for the damage, but don't worry, kitten, this doesn't count as expending it for your "Watch This!" ability.
If Used During "Watch This!": If the enemy creature's attack succeeds, you can inspire the ally to use their Reaction to make a retaliatory Attack Action back on the enemy. This retaliatory Attack Action can only be done once per allied creature per use of "Watch This!".
At Level 15, the Psychic damage increases to 2 Bardic Inspiration Die.
Level 14: The Anti-Rizzler
You're too oblivious to know how utterly ridiculous you look when you exist. You know that, right? It's important to me that you know that.
At Level 14, any time you make a successful melee attack against a creature with an Intelligence Score above 10, the creature must succeed a Charisma saving throw with a DC equaling 10 + your proficiency bonus. On a successful save, the creature is unaffected. On a failed save, however, the creature gets uncomfy and is Frightened of you until the end of your next turn.
If you wish, you can use a Magic Action on your turn to force the creature to make the save again. If they fail, the creature remains Frightened of you until the end of your next turn. If they succeed, the effect ends, but as long as they are alive, there is no limit to how many times you can force the Frightened creature to remake the save.
If Used During "Watch This!": Any time you make a successful melee attack against a creature with an Intelligence Score above 10, the creature must succeed a Charisma saving throw with a DC equaling 10 + your Charisma Modifier + proficiency bonus. On a successful save, the creature is unaffected. On a failed save, the creature can't resist your rizz and is Charmed by you until they succeed the save or your current use of "Watch This!" ends. The creature repeats the save at the end of each of its turns.
While you have a creature Charmed by this ability, you can use a Bonus Action to command them to make an Attack Action against another creature within range. After they make the attack, the creature is no longer Charmed by you.
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Posted Apr 11, 2025Thought this was gonna be cringe, turns out it's really thought out!