Base Class: Bard
Bards of the College of Trickery are masters of misdirection. Whether they're using illusions, taunts, or simply outrageous antics, these performers delight in controlling the battlefield through chaos. Enemies don’t know whether to chase, strike, or scream. Bards of the College of Trickery delight in deception, misdirection, and theatrical antics that blur the line between illusion and reality. Whether they're weaving false images, throwing off an enemy’s aim, or escaping into the shadows with a flourish, these bards make every performance a dazzling sleight of hand.
Misdirection Master
### Misdirection Master
When you join this college at 3rd level, you become adept at subtle movements and sleight of hand.
- You gain proficiency in **Stealth**, **Sleight of Hand**, and with **thieves’ tools**.
- Additionally, when you use your **Bardic Inspiration** feature to inspire an ally, you can choose one creature within 30 feet of you that can see or hear you. That creature must succeed on a **Wisdom saving throw** against your spell save DC or suffer **disadvantage on all attack rolls** until the start of your next turn.
Trickster's Step
### Trickster’s Step
At 6th level, your illusions can briefly mislead even the sharpest eyes.
- You learn the *Minor Illusion* cantrip if you don’t already know it.
- Additionally, when you take the **Disengage** action on your turn, you can summon a magical decoy that mirrors your movements. This illusory double occupies your space and lasts until the start of your next turn.
While the decoy exists, the first time a creature targets you with an attack, roll a **d6**. On a **4 or higher**, the attack instead targets the decoy, which is destroyed in a harmless puff of illusory magic. The attack misses you, regardless of the attack roll.
You can create a decoy this way a number of times equal to your **proficiency bonus**, and you regain all expended uses when you finish a **long rest**.
Grand Mirage
### Grand Mirage
At 14th level, your mastery of illusion and deception lets you warp reality itself in the eyes of your enemies.
As a **bonus action**, you can create a field of illusion around yourself that cloaks your movements and manipulates your foes. For the next **minute** (or until you are incapacitated), the following effects apply:
- Attack rolls against you are made with **disadvantage**, unless the attacker is immune to illusions or has **truesight**.
- When a creature misses you with an attack, you can use your **reaction** to force that creature to make an **Intelligence saving throw** against your spell save DC. On a failed save, the creature becomes **disoriented** until the end of its next turn — it can’t take reactions, and its movement speed is halved.
Once you use this feature, you must finish a **long rest** before using it again, unless you expend a **Bardic Inspiration die** to use it again.







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