Bard
Base Class: Bard

Prop Artisan (Level 3) You have mastered the creation of your art’s tools. You gain proficiency with Tinker's Tools and the Disguise Kit. You can use your Tinker's Tools to build small wooden, spring, and rope contraptions that serve as a spellcasting focus for your bard spells.

The Three Traditional Masks (Level 3) The art of buffoonery is divided into three spirits that you can embody. At the end of a long rest, you apply your makeup and choose one of the personas below. While in this persona, your Bardic Inspiration gains an additional effect:

  • The Whiteface (Elegance and Order): The figure of the authoritative ringmaster, with a white-painted face and impeccable posture. When a creature uses your Bardic Inspiration die, it can add the number rolled to its Armor Class against an attack that is targeting it. If the attack misses, the attacker's flawed posture leaves them vulnerable, and they take psychic damage equal to the number rolled on the die, humiliated by the Whiteface's artistic superiority.

  • The Auguste (Chaos and Contraptions): The clumsy fool dressed in disproportionate clothes, a master of slapstick. When you grant your Bardic Inspiration die to an ally, a small magical contraption (such as a wind-up mouse, a shrill horn, or a flying bucket) startles an enemy within 15 feet of your ally. The enemy must succeed on a Wisdom saving throw against your spell save DC or fall Prone or drop what they are holding (your choice).

  • The Tramp (Melancholy and Pantomime): The silent and tragic street performer in tattered clothes, who survives the worst tumbles with a sad smile. When a creature rolls your Bardic Inspiration die, both they and you gain temporary hit points equal to the number rolled + your Charisma modifier, representing the empathy generated by your silent compassion.

Survival Pantomime (Level 6) You use whimsical movement to distort reality. When you or a creature within 30 feet of you is targeted by an attack, you can use your reaction to enact an absurd physical action—such as pulling an invisible rug, opening a cardboard umbrella, or tripping dramatically. The attacker has disadvantage on the attack roll. If the attack misses, the target of the attack can move up to 15 feet without provoking opportunity attacks, comically slipping or rolling out of danger. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The Grand Finale (Level 14) As an action, you conjure the illusory scenery of a magical circus ring in a 60-foot radius centered on yourself, which lasts for 1 minute. Allies within the area passively receive the benefits of your current mask (The Whiteface grants them resistance to psychic damage; The Auguste increases their walking speed by 10 feet; The Tramp grants them advantage on Constitution saving throws). Enemies that start their turn in this area must make a Charisma saving throw or lose the ability to take reactions and suffer disadvantage on Perception checks, completely hypnotized and disoriented by the lights, illusory confetti, and the transcendental art of your performance.

Prop Artisan

You have mastered the creation of your art’s tools. You gain proficiency with Tinker's Tools and the Disguise Kit. You can use your Tinker's Tools to build small wooden, spring, and rope contraptions that serve as a spellcasting focus for your bard spells.

The Three Traditional Masks

 

  • The Whiteface (Elegance and Order): The figure of the authoritative ringmaster, with a white-painted face and impeccable posture. When a creature uses your Bardic Inspiration die, it can add the number rolled to its Armor Class against an attack that is targeting it. If the attack misses, the attacker's flawed posture leaves them vulnerable, and they take psychic damage equal to the number rolled on the die, humiliated by the Whiteface's artistic superiority.

  • The Auguste (Chaos and Contraptions): The clumsy fool dressed in disproportionate clothes, a master of slapstick. When you grant your Bardic Inspiration die to an ally, a small magical contraption (such as a wind-up mouse, a shrill horn, or a flying bucket) startles an enemy within 15 feet of your ally. The enemy must succeed on a Wisdom saving throw against your spell save DC or fall Prone or drop what they are holding (your choice).

  • The Tramp (Melancholy and Pantomime): The silent and tragic street performer in tattered clothes, who survives the worst tumbles with a sad smile. When a creature rolls your Bardic Inspiration die, both they and you gain temporary hit points equal to the number rolled + your Charisma modifier, representing the empathy generated by your silent compassion.

 

Survival Pantomime

You use whimsical movement to distort reality. When you or a creature within 30 feet of you is targeted by an attack, you can use your reaction to enact an absurd physical action—such as pulling an invisible rug, opening a cardboard umbrella, or tripping dramatically. The attacker has disadvantage on the attack roll. If the attack misses, the target of the attack can move up to 15 feet without provoking opportunity attacks, comically slipping or rolling out of danger. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The Grand Finale

As an action, you conjure the illusory scenery of a magical circus ring in a 60-foot radius centered on yourself, which lasts for 1 minute. Allies within the area passively receive the benefits of your current mask (The Whiteface grants them resistance to psychic damage; The Auguste increases their walking speed by 10 feet; The Tramp grants them advantage on Constitution saving throws). Enemies that start their turn in this area must make a Charisma saving throw or lose the ability to take reactions and suffer disadvantage on Perception checks, completely hypnotized and disoriented by the lights, illusory confetti, and the transcendental art of your performance.

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