Base Class: Bard
Bards of the College of the Masquerade are performers, spies, and social chameleons. They specialize in illusion, misdirection, and manipulation—masters not only of words and music, but of persona and presence. Where others use force, they use flair. Where others strike with steel, they strike with lies, masks, and perfectly timed whispers.
These bards walk the line between truth and illusion, adopting false identities with ease and moving through the world as whoever they need to be. In combat, they use misdirection and finesse to disorient foes and strike from unexpected angles, blending their magical talents with deadly precision.
Whether infiltrating noble courts or slipping through moonlit alleys, a bard of the Masquerade never shows their true face—and rarely needs to.
Level 3: Shadow Striker
When you hit a creature with a finesse weapon attack, you can expend one use of your Bardic Inspiration to deal additional damage equal to 2d8.
If you do, choose one of the following effects based on the circumstances:
-
If you are hidden or invisible: The target has disadvantage on the next saving throw it makes before the end of your next turn.
-
If you are flanking the target or have an ally adjacent to it: You can choose to knock the target prone or attempt to disarm it (the target must succeed on a Dexterity saving throw against your spell save DC or drop one item it is holding, your choice).
The extra damage increases to 3d8 at 7th level and 4d8 at 11th level.
You can use this feature only once per turn.
Level 3: Masquerade Trickery
You gain proficiency in the Deception and Stealth skills. If you are already proficient in either skill, you may choose a different skill from the bard class list.
You also learn the Disguise Self and Invisibility spells. These are considered bard spells for you and do not count against the number of bard spells you know.
Level 6: Magical Discoveries
You can cast Disguise Self and Invisibility without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
These spells count as bard spells for you and do not count against the number of spells you know.
Level 14: Silvered Lies
When a creature fails a saving throw against one of your enchantment spells, you can use your reaction to choose one of the following effects:
-
Stab the Mind. The creature takes psychic damage equal to your bard level + your Charisma modifier. You can use this effect once per turn.
-
Plant a False Memory. For 1 minute, the creature believes you are a trusted ally or friendly acquaintance. At the end of each of its turns, the creature can make an Insight check against your spell save DC, ending the effect on a success. You can use this effect once per long rest.







Comments