Base Class: Bard
These bards excel at moving unnoticed, spotting hidden opportunities, and exploiting openings others overlook. They are masters of subtlety, often slipping through shadows, reading the smallest cues in their environment, and knowing when to act or wait. Every glance, gesture, or misdirection is deliberate, like a magician pulling a card at just the right moment. Their power comes not from brute force or raw intellect, but from an uncanny ability to tilt the odds in their favor.
Level 3: Trick of the Trade
Level 3: Ace Up Your Sleeve
You gain proficiency in Stealth or Perception (your choice).
Once per short or long rest, when making a check with your chosen skill, you may remove disadvantage or give yourself advantage on the roll.
Level 6: House Always Wins
When a creature succeeds on a saving throw against one of your spells, you can expend one use of Bardic Inspiration to press your advantage.
That creature has disadvantage on the next saving throw it makes against one of your bard spells before the end of your next turn.
Level 14: All or Nothing
When you cast a spell that forces one or more creatures to make a saving throw, after saving throws are rolled, you can expend one use of Bardic Inspiration to push the spell beyond its limits.
You can choose any number of creatures affected by the spell and force them to reroll a failed saving throw, taking the new result.
If a creature fails the saving throw again, the spell’s effect is enhanced for that creature (such as additional damage, increased duration, or a minor secondary effect), if all creature's chosen pass the new saving throw, no Bardic Inspiration is expended.
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