Base Class: Bard
The wondrous College of Mime, a path walked by bards of unparalleled grace and cunning. These are not bards of song and verse, but masters of the unspoken word, their bodies their instruments, their movements their melodies.
They weave illusions with a flick of the wrist, their hands painting pictures in the air, conjuring images that dance before the eyes of their foes. They sway and glide, their every step a silent command, inspiring their allies and disarming their enemies. With a subtle gesture, they can weave tales of deception, their very presence a whispered lie that confuses and beguiles.
The Mime, a master of the subtle, the unseen, the unspoken. They are a whirlwind of motion, a silent storm, a whisper on the wind that shapes the very battlefield itself.
Level 3: Master Mime
You gain the following benefits.
Open Box. You have Advantage on any Charisma (Performance) check you make that involves mimicry or acting.
Unarmoured Defence. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Mimed Rapier. You fight with a mimed rapier that does 1d8 plus your Charisma modifier damage that you cannot be made to drop it against your will.
Voiceless Clown. You have mastered the art of non-verbal spellcasting. You can cast spells without the need for a verbal component. However, when you speak while a spell you have cast is active, you must make a Concentration check. The DC equals 10 or half the spell's damage, whichever is higher. On a failed check, the spell ends immediately.
Level 6: Invisible Wall
Twice per short rest, when an enemy attacks you using an attack that rolls for AC, you can take a Reaction and expend one use of your Bardic Inspiration to shield yourself and take no damage.
Level 6: Pantomime
You can expend one use of your Bardic Inspiration to do a pantomime act for various effects which last for 1 hour or until you speak or fall to 0 health unless otherwise stated. You may have more than one active at a time but can only activate one per turn.
Balloon on a String. You blow up a pantomime balloon and tie it around your waist. You are no longer affected by difficult terrain and slow fall is applied to you.
Ladder Climb. You can climb a pantomime ladder that only you or another mime can use. This ladder can reach as far as your walking speed or as far as your climbing speed if you have it.
Horse Riding. You mount a pantomime steed (This doesn't follow normal mounted combat rules). You can move double your walking speed but you walk as if you are riding a horse.
The Flower. You pick a pantomime flower and smell it. After smelling the flower, you feel one with nature and gain advantage on spell saving rolls for 3 turns.
Mime Rope. You can use a pantomime rope in any way that a normal rope can be used. This rope is 50 ft. long.
Level 14: Silent Symphony
You do a performance that inspires your allies and demoralises your enemies. All of your allies gain bardic inspiration and all your enemies roll all of their rolls with disadvantage until the end of your next turn.
You can’t use this feature if you have the Incapacitated condition.
You may do this once per long rest.
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