Base Class: Bard
Trick your enemies with the logic of a layer
Savant of the Art of Persuasion
3rd-level College of Psychology feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can use a bardic inspiration die and add +10 to the roll.
Mind of Fodder
3rd-level College of Psychology feature
You can lace magic into the air around you piercing your targets minds and telling you weather they are being honest. As a bonus action, you can expend one use of your Bardic Inspiration that can effect all creatures you can see within 30 ft. Roll the Bardic Inspiration die and the number rolled is the number of hours this ability remains in effect. If the creatures Intelligence is less than 8 + proficiency + charisma than you can identify if the phrase they said within the area is true or false.
Art of Hermes
6th-level College of Psychology feature
Your word are infused with such volatile magic that it prevents your opponents from activating their abilities. Once per turn as a reaction when a creature uses one of their unique features you can use one of your Bardic Inspiration dice to to stop it's activation. the target does not expend any uses of the feature it just does not activate that turn. (this does not work on spells)
Peasants Stupidity
14th-level College of Psychology feature
Your such a smooth talker it causes other to become weak minded and more gullible to any truth you desire. As a bonus action use one bardic inspiration die and the number rolled is the number of hours this effect lasts. When you activate this ability all creature within a 30ft radius make a charisma saving through equal to your spell save dc on a failure they gain the gullible condition on a success the target becomes immune to this effect for 24 hours. while under the effect of gullible the target has minus 10 to insight and charisma saving throughs.
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