Base Class: Bard
Members of the College of Daring are often trapeze artists, tightrope walkers, freerunners and other adrenaline-fueled performers.
This subclass is a Quixotic-Dragon production.
In order to help us improve it, please take a moment to rate it and comment your answers to the following questions:
- Is this subclass unique enough to be justified as its own thing?
- Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
- If so, what?
- Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
- Are there any changes you would make in order to make the subclass more fun or easier to play?
- Are there any other notes or improvements you would make to this class that were not mentioned in these questions?
Thank you for taking part in our creative process! We hope to have a refined version available soon!
Daring Feat
Starting at 3rd level, you gain proficiency in Performance and Acrobatics skills if you are not proficient in them already. Additionally, if you make a Performance check contested by your target's wisdom saving throw convincing them of the impossibility of your upcoming Acrobatics check, you can make the Acrobatics check as a bonus action. If your Performance check succeeds, you may add the total performance check to your acrobatics check. If your total acrobatics/performance check exceeds 35, all creatures within 30 feet of you are stunned for one round.
Parkour
Starting at 3rd level, you gain extra movement speed that follows the monk's Unarmored Movement table as long as you are not wearing medium or heavy armor or wearing a shield.
Starting at 14th level, you can use this feature to move along vertical surfaces and across liquids on your turn without falling during the move.
Crowd Pleaser
Starting at 6th level, Daring Feat charms all creatures within 30 feet of you for a number of rounds equal to your Charisma modifier.
Daredevil
Starting at 14th level, you can make Acrobatics checks when you would normally use Athletics.
Additionally, when you make an Acrobatics check and fail in such a way that you would take fall damage, you are treated as if under the effects of feather fall.
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Posted Nov 30, 2019That does sound better! We will keep that in mind for version 2. Thank you for your input!
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Posted Nov 28, 2019The wording in “Daring Feat” is pretty hard to follow and needs some clarification. If you wouldn’t mind a suggestion, perhaps this would be a better way to phrase it:
”The best way to get you to accomplish something is being told it’s impossible, and you never fail to exceed people’s expectations to literal staggering degrees. At 3rd level, you have proficiency in the Acrobatics and Performance skills, if you do not already. In addition, when you are about to use your Action to make an Acrobatics check, you can use your Bonus Action to force a creature you can see within 30 feet of you to make a Wisdom Saving throw versus a Performance check. The creature must be able to clearly see and hear you and you must share a language. On a failure, the creature is convinced what you are about to do is nearly impossible, and you can add the total of your Performance check to your next Acrobatics check. If this should bring the total to exceed 35, all creatures within 30 feet who can see you become stunned until the end of their next turn.”