Bard
Base Class: Bard

Wherever there are people, there will be hierarchy. There will be those above, and those below - and by any and all means, the one to stand at the top will be YOU! 
To reach the peak of Bard College, you have honed your magic to undercut your competitors, your skills to dominate your lesser peers, and your shamelessness to use any weapon, tool, or trick to mentally traumatize your foes. Now expelled freed from the shackles of College, your dominion will extend wherever you please, and you and your flunkies will become unstoppable!

Level 3: Use of Force

The first tools of a bully - your fists! At 3rd level when you select this subclass;

  • You add your proficiency bonus to your attack rolls with unarmed strikes, and you can use either your Strength or Dexterity modifier for your attack rolls and damage with unarmed strikes.
  • You can roll a d4 for damage with unarmed strikes.
  • When you use the Attack action to make an unarmed strike, you can use your Bonus Action to initiate a Grapple, Shove, or cast Vicious Mockery on your target.

Level 3: Spiteful Taunts

You hate to see people you dislike succeed. Your mind searches for the meanest, pettiest barbs to distract and dismay the target of your taunts, draining their confidence and sapping their mental strength. As a bonus action, you can expend a Bardic Inspiration die to reduce the next saving throw or ability check of a creature within 60ft by the number rolled on the die. The creature must be able to hear you and understand your language.

In addition, you add the spell Cause Fear to your list of known spells.

Level 6: Manipulative Bastard

You have learned to avoid accountability and responsibility when abusing your magic. Once per long rest, you can cast an Enchantment or Illusion spell without Verbal and Somatic components. Spells cast in this manner have the following effects:

  • Creatures that are Charmed by spells cast in this manner will not realize that you have Charmed them. If the charm is broken and the creature is within 60ft of you, you can use a Reaction to force them to make another Wisdom saving throw against your spellcasting DC. If they fail this save, the charm is reinstated, and the duration continues from the initial cast.
  • Creatures that are Frightened of you by spells cast in this manner have disadvantage on their Wisdom saving throws to resist the spell - provided that you have hit them with an Unarmed Strike or cast Vicious Mockery on them on your last turn.
  • Illusion spells cast in this manner will Frighten any creatures you designate within it's area of effect - if the spell has a range of Touch or Self, it will Frighten any creature within 5ft of the target, as designated by you and the target. Frightened creatures make a Wisdom saving throw against your spellcasting DC at the beginning of each of their turns until they are outside the area of effect, or have used an Action to make an Investigation check against your spellcasting DC and succeeded in disbelieving the illusion.

In addition, your sleazy nature grants you Advantage on Intimidation checks against people you perceive as below you, and Advantage on Deception checks against people with authority over you.

Level 14: Powerful Posse

Your sleazy reputation has spread to your companions and allies! Unless you are incapacitated, your Armor Class, Unarmed Strike attack rolls and damage, and Charisma checks increase by 1 for every willing ally (excluding conjured beings) within 10ft of you, to a maximum bonus of +3. In return, unless you are incapacitated, allies within 10ft of you have Advantage on Saving Throws against spells and magical effects, and gain temporary hit points equal to your proficiency bonus when they start the round within 10ft of you.

Creatures that try to attack you must succeed a Wisdom saving throw against your spellcasting DC, else they must choose an ally of yours within 5ft of you to attack instead. If that ally is out of their reach, or no allies are within 5ft of you, the creature will attack you as normal.

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