Base Class: Bard
You are not merely a musician; you are a gladiator of grammar, a duelist of diction. Where others charm with lullabies and lull their foes into complacency, you sharpen syllables into sabers and tune every barb to strike true. You stroll into battle with a grin and a lute slung like a scabbard. Your instrument is a conduit: a plucked string, a plosive consonant, a precisely timed caustic line — and grievous wounds bloom across enemy pride.
You speak and the air changes. A perfect insult from you is a hurricane wrapped in a sonnet: it hums sweetly, then collapses an opponent’s confidence like a cheap tent. You specialize in rhetorical sabotage—turning bravado into blankness, skill into stage fright. Your performance is dramaturgy and demolition: you arrange cadence, pitch, and metaphor to make opponents doubt their armor and question their mothers’ choice of lullabies.
Performances come with showmanship. A raised eyebrow, a single, slow strum, and you deliver a two-line curse that steals initiative. A full aria becomes a symphony of shame that leaves the whole enemy formation second-guessing its life choices. Your insults are surgical — not crude, but precise, like an artisan carving away every last scrap of pretense until only raw, unglued ego remains.
You don’t only mock — you analyze. You find the fulcrum: the trait the enemy values most (strength, honor, wit, fashion sense) and press there. Then you spin back their reputation with irony and metaphor, turning their virtue into an absurdity. The effect is cumulative: one clever line and they stumble; a series and they unravel.
Bonus Proficiencies
When you join the College of insults at 3rd level, you gain proficiency with three skills of your choice.
Bardic humiliation
Your wit cuts deeper than steel, and your ridicule can unravel even the most confident adversary. Every sharp word or exaggerated gesture turns the battlefield into your stage.
When a creature you can see within 30 feet of you makes an attack roll, or ability check, , you can use your reaction to unleash a stinging insult, mocking laugh, or dramatic flourish that throws them off their rhythm.
To do so, spend one of your Inspiration dice. Roll the die and add your proficiency bonus, then subtract the total from the creature’s roll before the outcome is determined. The sharper your mockery, the more their focus falters.
You can use this feature a number of times equal to your current Inspiration dice, regaining expended uses whenever you regain Inspiration.
Your performance is both weapon and spectacle, and the battlefield itself becomes your audience. Even the boldest foes hesitate when faced with your biting wit and flawless timing.
Bleeding shame
6th-level College of Insults feature
Your mastery of ridicule is so potent that a single, perfectly crafted insult can leave a lasting mark on a foe’s mind. The humiliation you inflict continues to sap their confidence long after your words have been spoken.
Once per long rest, when you use Bardic Humiliation, you can choose to leave a target so thoroughly humiliated that it suffers a –3 penalty to attack rolls, ability checks, and saving throws until the end of the encounter.
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Effect: While concentrating, the target has –2 to attack rolls, ability checks, and saving throws.
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Only one target can be affected at a time.
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The effect ends early if the target is incapacitated, if you lose concentration, or if you dismiss it as a bonus action.
Stage of mockery
Once per long rest, you can turn the chaos of battle into your own cruel performance, drawing all eyes and fury toward you.
As an action, you project a wave of mocking charisma and theatrical bravado. Your movement speed increases by 20 feet until the end of your next turn, and up to five creatures of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw.
The DC for this saving throw equals a roll of your Inspiration die + your Charisma modifier.
On a failed save, each affected creature is compelled to focus entirely on you. Until the start of your next turn, the creature must make an attack against you if it can. If it cannot, it must use its movement to move as close to you as possible, taking the most direct path available. While doing so, it takes 2d6 psychic damage as your scathing mockery digs into its mind, driving it forward in confusion and anger.
On a successful save, the creature resists your influence and is unaffected.
When your act concludes, a tense silence follows as the echo of your mockery fades. Once you use this feature, you cannot do so again until you finish a long rest.
Previous Versions
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10/30/2025 5:37:33 PM
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Posted Oct 30, 2025I'm sorry if this is to strong/not strong enough . I need to beta-test it.