Base Class: Bard
You believe in the antithesis of what those positivist fools believe. Not only are concepts of truth, reality and objectivity nothing less than inane illusions, they are actively hiding the majestic possibilities of impossible strangeness. The college of the stranger does not teach, as such a thing would be self-defeating but they do prove that the power of a bard can be taken to the illogical extreme, that reality is a crude joke to be twisted and bent. One way or another you are now in on that joke, and can embark on a brave journey to turn the known into the unknown.
Level 3: Perfect stranger
Starting at 3rd level, you begin to embody your ideals of the unknowable. You cannot be recognised by any creature unless you choose to be. A creature who has met you before may make an Insight (Wisdom) check to recognise you.
Level 3: Circus of the other
Also at 3rd level, you may act as if you occupy the space of any creature that has your bardic inspiration and they may act as if they occupied your space. Additionally, when a creature would add both their proficiency bonus and your bardic inspiration to a roll, they can forfeit their proficiency bonus to add an additional bardic inspiration die to their roll. When they do so, they lose proficiency in that roll until the end of their next turn.
What you don’t know will hurt you
Starting at 6th level, your magic defies explanation and can only be resisted by those capable of understanding and disputing what is occurring. When you cast a spell of 1st level or higher that forces a creature to make a saving throw, you can change the type of saving throw to an intelligence saving throw. Spells cast this way can be dispelled if any creature within 30ft of the resulting effect spends an action to make an intelligence (arcana) check against your spell save DC. On a successful check, the spell ends
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 14: The unknowing
At 14th level, you can bring forth your power to make the familiar into the unfamiliar and rend knowledge from your foes. When a creature you can see within 60ft adds its proficiency bonus to an Ability Check, Attack Roll or Saving Throw, you may spend your reaction to roll a Spell Attack. Compare the total result of your roll to the total result of the triggering roll. If your roll beats the triggering roll, the targeted creature loses proficiency in this Ability Check, Attack Roll or Saving Throw for 1 Minute.






