Base Class: Bard
Bladework and brutality - the defining features of any good Trickster. These Bards profess great finesse with their blades, passing them out like hotcakes for their unfortunate foes to take to the face.
Showstopper
Starting at 3rd level, you gain the use of 44 Trick Blades. Your Trick Blades are ranged weapons, using Charisma for damage and to-hit modifiers, dealing Slashing damage on a hit and using a 1d4 hit die. They have a short range of 20 ft and a long range of 60 ft. When you make the Attack action, you can throw an additional number of Trick Blades equal to your Charisma modifier. You can expend a spell slot in order to replenish your Blades, gaining 11 for each level of spell slot spent. After hitting a creature with eight Trick Blades, lacertation is inflicted, reducing their movement speed by 5 ft. for the next minute.
Throwstate
At 3rd level, you adopt the Thrown Weapon fighting style as your specialty.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Main Event
Starting at 6th level, successive Blade hits allow you to launch the Main Event. After hitting a number of Trick Blades equal to four times your Cha. modifier within 1 minute, you can activate Main Event by expending one use of your Bardic Inspiration. While in Main Event, you double the amount of Trick Blades you can throw from your Cha. modifier, and your movement speed decreases by 5 ft. Throwing Blades in a Main event doesn't take away from your main pool of blades.
Once activated, a Main Event lasts until the end of your second turn post-activation. After this, your criteria for activating Main Event resets. Your Trick Blades also become magical for the purpose of overcoming resistance.
Adept Trickster
Those proficient in the College of Tricksters possess a number of unique perks, separating them from members of other Bardic Colleges. Starting at 14th level, you gain access to the following perks:
Crowd Control
"A Hex that ensures those lesser than you are properly herded."
As an action, you can spend a 5th-level spell slot to create a Hex Totem in a space within 5 ft. of you. The totem has an AC of 10 + your Charisma modifier and 10 hit points. While the totem persists, within 60 ft of you, a number of creatures equal to your proficiency bonus are forced to treat normal terrain like difficult terrain. When destroyed, the Hex emits a loud noise perceptible within 300 ft.
No Way Out
"You are not going to let just anyone into the VIP room."
When you reduce a creature's movement speed by any means, they suffer a double reduction in speed (i.e. a reduction of 5 ft becomes 10 ft). This does not include the effects of difficult terrain created by you.
Starstruck
"Your unmatched showmanship dazzles all."
Whenever you kill a creature with a weapon attack, spell, or with a Trick Blade, your next attack roll automatically becomes a critical hit.
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