Bard
Base Class: Bard

The power to heal, hurt, and change

Level 3: Snake Oil Salesmen

Your snake oil gains the power to hurt, help, and or mess with those around you, going from a piece in your smooth-talking scammer's bag to the real deal. Beginning at level 3, you can spend 1 minute and 1 bardic inspiration to create a vail of snake oil with one of the effects from the table below. You can have the same number of viles equal to double your proficiency point at one time. To determine the kind of effects your snake oil has, you roll a d4 at the time of creation for the table and the table's dice for the effect. A target can use a bonus action to apply the oil, or the oil can be thrown as same as the rules for a dagger. (Spells and magic items that affect ranged attacks can apply up to the DM's ruling)

1-20 roll 1d12 for effect

  1. The target gains the Drunk condition for a number of minutes equal to the rolling of your Bardic inspiration dice
  2. The target gains the Poisoned condition equal to the number of turns equal to the rolling of your Bardic inspiration dice
  3. The target gains the Deafened condition equal to the number of turns equal to the rolling of your Bardic inspiration dice
  4. The target gains the Proned condition equal to the number of turns equal to the rolling of your Bardic inspiration dice
  5. The target gains the Frightened condition equal to the number of turns equal to the rolling of your Bardic inspiration dice (of the nearest target)
  6. The target gains the Charmed condition equal to the number of turns equal to the rolling of your Bardic inspiration dice (of the nearest target)
  7. The target loses the Drunk condition for a number of minutes equal to the rolling of your Bardic inspiration dice
  8. The target loses the Poisoned condition
  9. The target loses the Deafened condition
  10. The target loses the Prone condition 
  11. The target loses the Frightened condition 
  12. The target loses the Charmed condition

21-40 roll 1d12 for effect

  1. The target gains a disadvantage on Strength saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  2. The target gains advantage on Strength saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  3. The target gains a disadvantage on Dexterity saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  4. The target gains advantage on Dexterity saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  5. The target gains a disadvantage on Constitution saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  6. The target gains advantage on Constitution saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  7. The target gains a disadvantage on Wisdom saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  8. The target gains advantage on Wisdom saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  9. The target gains a disadvantage on Intelligence saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  10. The target gains advantage on Intelligence saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  11. The target gains advantage on Charisma Saves for a number of turns equal to the number rolled by your Bardic inspiration dice
  12. The target gains a disadvantage on Charisma Saves for a number of turns equal to the number rolled by your Bardic inspiration dice

41-60 roll 1d20 and roll 1d4 (1&2 disadvantage, 3&4 advantage)

  1. Reroll
  2. Reroll
  3. Acrobatics for a number of minutes equal to the rolling of your Bardic inspiration dice
  4. Animal Handling for a number of minutes equal to the rolling of your Bardic inspiration dice
  5. Arcana for a number of minutes equal to the rolling of your Bardic inspiration dice
  6. Athletics for a number of minutes equal to the rolling of your Bardic inspiration dice
  7. Deception for a number of minutes equal to the rolling of your Bardic inspiration dice
  8. History for a number of minutes equal to the rolling of your Bardic inspiration dice
  9. Insight for a number of minutes equal to the rolling of your Bardic inspiration dice
  10. Intimidation for a number of minutes equal to the rolling of your Bardic inspiration dice
  11. Investigation for a number of minutes equal to the rolling of your Bardic inspiration dice
  12. Medicine for a number of minutes equal to the rolling of your Bardic inspiration dice
  13. Nature for a number of minutes equal to the rolling of your Bardic inspiration dice
  14. Perception for a number of minutes equal to the rolling of your Bardic inspiration dice
  15. Performance for a number of minutes equal to the rolling of your Bardic inspiration dice
  16. Persuasion for a number of minutes equal to the rolling of your Bardic inspiration dice
  17. Religion for a number of minutes equal to the rolling of your Bardic inspiration dice
  18. Sleight of Hand for a number of minutes equal to the rolling of your Bardic inspiration dice
  19. Stealth for a number of minutes equal to the rolling of your Bardic inspiration dice
  20. Survival for a number of minutes equal to the rolling of your Bardic inspiration dice

61-70

  1. The target gains the appearance of a Dwarf for the next number of hours equal to the number rolled on your Bardic inspiration dice
  2. The target gains the appearance of an Elf for the next number of hours equal to the number rolled on your Bardic inspiration dice
  3. The target gains the appearance of a Halfing for the next number of hours equal to the number rolled on your Bardic inspiration dice
  4. The target gains the appearance of a Human for the next number of hours equal to the number rolled on your Bardic inspiration dice
  5. The target gains the appearance of a Dragonborn for the next number of hours equal to the number rolled on your Bardic inspiration dice
  6. The target gains the appearance of a Gnome for the next number of hours equal to the number rolled on your Bardic inspiration dice
  7. The target gains the appearance of a Half-Elf for the next number of hours equal to the number rolled on your Bardic inspiration dice
  8. The target gains the appearance of a Half-Orc for the next number of hours equal to the number rolled on your Bardic inspiration dice
  9. The target gains the appearance of a Teifling for the next number of hours equal to the number rolled on your Bardic inspiration dice
  10. The target gains the appearance of a Goblin for the next number of hours equal to the number rolled on your Bardic inspiration dice
  11. The target gains the appearance of an Orc for the next number of hours equal to the number rolled on your bardic inspiration dice
  12. The target gains the appearance of a Kobold for the next number of hours equal to the number rolled on your bardic inspiration dice
  13. The target gains the appearance of a BugBear for the next number of hours equal to the number rolled on your bardic inspiration dice
  14. The target gains the appearance of a Tabixi for the next number of hours equal to the number rolled on your bardic inspiration dice
  15. The target gains the appearance of a Triton for the next number of hours equal to the number rolled on your bardic inspiration dice
  16. The target gains the appearance of a Lizardfolk for the next number of hours equal to the number rolled on your bardic inspiration dice
  17. The target gains the appearance of a Goliath for the next number of hours equal to the number rolled on your bardic inspiration dice
  18. The target gains the appearance of an Aasimar for the next number of hours equal to the number rolled on your bardic inspiration dice
  19. The target gains the appearance of a Hobgoblin for the next number of hours equal to the number rolled on your bardic inspiration dice
  20. The target gains the appearance of a Grug for the next number of hours equal to the number rolled on your bardic inspiration dice

"Friendly" targets can use the subspecies of each race. "Non-Friendly" targets it is random.

71-80 1d10 and then roll 1d4 (1&2 for vulnerability, 3&4 for resistance)

  1. Acid Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  2. Cold Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  3. Fire Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  4. Force Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  5. Lighting Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  6. Necrotic Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  7. Poison Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  8. Psychic Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  9. Radiant Damage for a number of hours equal to the number rolled in your Bardic inspiration dice
  10. Thunder Damage for a number of hours equal to the number rolled in your Bardic inspiration dice

81-90 roll 1d10 for effect

  1. The target regains a number of hit points equal to the number rolled of your Bardic inspiration dice
  2. The target takes psychic damage equal to the number rolled of your Bardic inspiration dice
  3. The target has a +2 to AC for the next number of turns equal to the number rolled on your Bardic inspiration dice
  4. The target has a -2 to AC for the next number of turns equal to the number rolled on your Bardic inspiration dice
  5. The target has +15 to their movement speed for the next number of hours equal to the number rolled on your Bardic inspiration dice
  6. The target has -15 to their movement speed for the next number of hours equal to the number rolled on your Bardic inspiration dice
  7. The target gains a number of temporary hit points equal to the number rolled on your Bardic inspiration dice
  8. The target loses all temporary hit points
  9. The target auto succeeds on a death save
  10. The target auto fails a death save

90-100 roll 1d10 for effect

  1. The target gains a Blind Sight of 10ft for the next number of hours equal to the number rolled on your bardic inspiration dice
  2. The target is Blinded for the next number of minutes equal to the number rolled on your bardic inspiration dice
  3. The target gains a fly speed of 15ft for the next number of hours equal to the number rolled on your bardic inspiration dice
  4. The target loses all fly speed for the next number of minutes equal to the number rolled on your bardic inspiration dice
  5. The target gains the Haste effect for the next number of turns equal to the number rolled on your bardic inspiration dice
  6. The target gains the Incapacitated condition for 1 turn
  7. The target cannot drop what they are holding for the next number of minutes equal to the number rolled on your Bardic Inspiration dice
  8. The target drops whatever they are holding and cannot pick it up for 1 turn
  9. The target gains resistance to all physical damage for a number of minutes equal to the number rolled on your Bardic inspiration dice
  10. The target gains vulnerability to all physical damage for a number of minutes equal to the number rolled on your Bardic inspiration dice

Begin to Understand It

At level 6, you have reached a new level of oil making. Through many hours of practicing the making process and refining your sales pitch, you have begun to gain more control over what affects your oil has. You can now spend spell slots to beef up and control the effects of your oils.

  • Spending a 1st-level spell slot lets you double the duration of an oil's effect.
  • Spending a 2nd-level spell slot lets you double the effect and duration of an oil's effect.
  • Spending a 3rd-level spell slot lets you double the effect and duration, while picking between good and bad effects.

Master Snake Oil Salesmen

At level 14, you have mastered your formula, you know your sales pitch inside and out, and have answers for any questions, and the application process for you is effortless. You once per short or long rest freely pick an effect for your oil without spending a spell slot. This effect is at base power, but spell lots can be spent to buff it.  

  • Spending a 1st-level spell slot doubles the duration
  • Spending a 2nd-level spell slot doubles the duration and effect
  • Spending a 3rd-level spell slot triples duration, while only doubling the effect.
  • Spending a 4th-level spell slot triples duration and effect.

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