Base Class: Bard
Many bards tend to learn their tricks via studying the art of music, magic or arms, but of the many branches of bardic pursuits. a small sect prefer to invest their talents to manoeuvre their arms, or more specifically their hands, in a far more literal sense than that of the blade. These "Punslingers" seek to distract, debilitate and harm with two primary abilities. That of the pun, and that of the renowned "finger gun". While some may believe a creature holding up their fingers to problems as unassuming or of little importance, these Bards of the College of Punslinging prove their targets wrong by showing just how much of a challenge they can be to anyone that aims to overcome them.
Finger Gun
You fire a lightning-fast shot of enchanted energy out of your fingertips.
When you join the College of Punslinging at 3rd level, you gain this ability. As a bonus action, fire an enchanted bolt of energy from your fingertips at a target within 60ft to deal 1d4 force damage. In addition, you may expend a Bardic Inspiration die to inflict an enemy with a Handout. You will always start with the Pointed Finger Handout, and can pick another Handout at 3rd level, 6th level and 14th level. This spell’s damage increases when you reach 5th level (1d6), 11th level (2d6), and 17th level (2d8).
Handouts
| Ability | Save | Effect |
|---|---|---|
| Pointed Finger | WIS | On a failed Wisdom Save, the target will receive a penalty on all attacks and saves on their turn, equal to your Bardic Inspiration die. |
| Butterfingers | DEX | On a failed Dexterity Save, the target will drop any held items, and must succeed on a DC12 Dexterity Check to pick the items back up on their turn. |
| Sticky Fingers | DEX | On a failed Dexterity Save, the target’s movement speed is halved on their turn. Opportunity attacks on the target have advantage, and deal an additional 1d6 psychic damage. |
| Finger Blast | DEX | On a failed Dexterity Save, you can choose to do an amount of Radiant or Psychic damage to the target equal to your Bardic Inspiration Die. The next attack against the target has a bonus to hit equal to your Bardic Inspiration die. |
| Index Finger of Death | CON | On a failed Constitution Save, the target receives 1d6 necrotic damage, and cannot heal until the start of your next turn. The target’s next melee attack also deals less damage, equal to your Bardic Inspiration die. |
Punslinger
The cheap, possibly laughable nature of your faintly magical humor makes people more relaxed and inclined to trust your judgment.
Also at 3rd level, if you have used a pun during the course of a conversation, you gain Advantage on Persuasion and Deception checks against whoever you were conversing with. This effect does not work against those who do not understand the language you're speaking (the DM may also disallow the Advantage depending on the course of the conversation). You may use this feat an amount of times equal to your proficiency bonus halved and rounded down, and its uses refresh upon a short rest.
Finger Slinger
You throw up a vulgar sign to taunt a creature, always staying just out of reach despite its best attempts to punish your insult.
At 6th level, you may use an action to produce a rude gesture to a creature within 15ft. The target must make a Wisdom saving throw, and is compelled to target you on its next attack on a failed roll. Additionally, when this creature targets you for an attack or a spell, you gain a bonus to Saving Throw and AC equal to your Bardic Inspiration die. This bonus only applies against the taunted creature. This feat can be used an amount of times equal to your Charisma modifier (minimum of once), and its uses are restored upon a long rest.
Dual Wield
Your trained eyes and fast reflexes allow you to concentrate or divide the energy of your rapid-fire fingers.
Also at 6th level, when using Finger Gun and activating a Handout, you can now attempt to inflict an additional Handout. This can either be inflicted on the same target, or another target within 30ft. This may be done an amount of times per day equal to your Charisma modifier, and its uses are restored upon a long rest.
Full Hand
Just when they expect it least, you finally stop holding back, revealing your Full Hand.
At 14th level, when using Finger Gun, you may, as an action, attempt to inflict a Full Hand Handout. If used with Dual Wield, you may still apply a regular Handout alongside the Full Hand Handout. Full Hand may be used an amount of times equal to your Charisma modifier divided by 3 and rounded up (minimum of once). Its uses are restored upon a long rest, and each Full Hand Handout may only be used once per long rest.
Full Hand Handouts
| Ability | Save | Effect |
|---|---|---|
| Hand of God | WIS | On a failed Wisdom Save, the target takes 10d8 Radiant damage. The damage is halved on a successful save. |
| SHHH! | CON | On a failed Constitution Save, the target takes 5d8 Psychic damage. The damage is halved on a successful save. For their next turn, if the target attempts to cast a spell, cantrip or enter a rage, they must succeed on another Constitution Saving Throw. On a failure, they are stunned until the end of their next turn. |
| Hand Cannon | STR | On a failed Strength Save, the target takes 5d8 Force damage and is knocked prone. In addition, your next two Finger Guns do an additional 1d8 Force damage. |
Previous Versions
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7/22/2026 12:57:48 PM
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5e
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7/30/2026 12:52:33 PM
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7/30/2026 1:12:41 PM
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7/30/2026 1:27:56 PM
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7/30/2026 2:08:23 PM
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10/3/2026 2:18:04 PM
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25
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10/4/2026 2:32:00 AM
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25
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