Base Class: Bard
Bards of the College of Flyting relish in the renowned practice of musical mockery. This lyrical exchange of insults and quips through verse is how these brash Bards gain fame and infamy throughout the land. Bards of the College of Flyting can be found across the realms in royal courts as Jesters, in theaters as comical entertainers or even at your local tavern taking every last coin from those who are foolish enough to challenge them to a battle of wits.
Level 3: Backhanded Words
You know just what to say to get into your adversaries head. You gain the following benefits:
Burning Limericks. You know the Fire Bolt cantrip, and you always have it prepared. The cantrip doesn’t count against your number of cantrips known. In addition, you can change the damage type of any Bard spell you cast with a verbal component to Fire or Psychic damage.
Killing Them Softly. You always have the Tasha's Hideous Laughter spell prepared. In addition, while you concentrate on this spell, any Fire or Psychic damage you deal to a creature affected by this spell will not cause it to make additional saving throws nor give a saving throw advantage.
Level 3: Word Smith
You know how to lace your words with magic, to inflict harm or obtain knowledge. You gain the following benefits:
Insult to Injury. When you deal damage to a creature with a Bard spell you cast, you can expend one use of your Bardic Inspiration; the creature then takes your choice of Fire or Psychic damage equal to a roll of your Bardic Inspiration die plus your Charisma modifier (no action required by you). You can deal this extra damage once per turn.
Read the Room. After conversing with a creature for one minute, you can add one roll of your Bardic Inspiration die, without expending it, to any Insight or Investigation check you make pertaining to that creature. You can use this feature even if you have used all of your Bardic Inspiration dice.
Level 6: Spitting Fire
You can burn your adversaries both mentally and physically with your lyrical wit.
You always have the Fireball and Scorching Ray spells prepared. In addition, you can cast Scorching Ray as a Bonus Action without expending a spell slot.
You can cast Scorching Ray in this way a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 14: The Last Word
You mastered the ultimate crescendo to your performance. With a Flyting flourish your limericks can send your foes to another plane of existence.
You know the Divine Word spell and you always have it prepared. You can cast this spell once without expending a spell slot. Once you cast this spell without a spell slot, you must finish a Long Rest before you can cast it in that way again.
In addition, when you cast Divine Word any creature that fails its saving throw that isn't a Celestial, Elemental, Fey or Fiend that has more than 50 hit points is transported to a harmless demiplane for 1 minute. While there, the target has the Incapacitated condition. After 1 minute, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
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