Base Class: Bard
Bards of the College of Tragedy are a sardonic lot, turning the actions of their enemies into a continual morality play. Every mistake becomes a lesson, every misstep an opportunity to correct, or punish. With biting tongue and debilitating wit, they train to bring down those most high, showing them that unwarranted pride and arrogance will lead only to ruin and desperation. Those with little to lose have little to fear from these bards, and will often give them passage and harbor even as the lessons they teach are painful to accept, for seeing the sneers wiped from preening nobles grants a satisfaction altogether irresistible.
Nemesis
Starting at 3rd level, whenever a creature you can see misses an attack within 30 feet of you, you can use your reaction to expend one use of your Bardic Inspiration to deal psychic damage to that creature equal to the roll of your Bardic Inspiration dice plus your bard level. The next attack made against a creature that takes psychic damage from this ability before the beginning of its next turn is made at advantage. The creature is immune if it can't hear you or if it's immune to being frightened.
Peripeteia
Also at 3rd level, you learn how to understand the moment when hubris could lead to downfall, and just the words to force that failure. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw roll, you can use your reaction to force that roll to be made at disadvantage. The creature is immune if it can't understand you. If an affected target fails an attack roll, you can immediately use Nemesis even though you have already used your reaction.
Once you use this feature, you can't do so again until finishing a long rest.
Catharsis
Starting at 6th level, when you see a creature die within 20 feet of you, you can use your reaction to have each creature of your choice within 20 feet of that creature that can hear you and see the death gain temporary hit points equal to the number of the dead creature’s hit dice.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Anagnorisis
Starting at 14th level, when you do not have inspiration and you or a friendly creature you can see within 10 feet of you rolls a 1 on the die on an attack roll against a hostile creature, an ability check contested by a hostile creature, or a saving throw against an effect from a hostile creature, you gain inspiration.
Once you gain inspiration in this way, you can't benefit from this feature again until finishing a long rest. Whenever you see a hostile creature within 30 feet of you roll a 20 on the die on an attack roll, an ability check, or a saving throw, you replenish the use of this ability.
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