Base Class: Bard
You're not the smartest, or the strongest, or the bravest, or the... well, you try hard. Hopefully. But you've answered the call to heroism and make up for it in style.
Loud Pants
At level 3, your ridiculous outfit is as defensive to the body as it is offensive to the senses. Your unarmored defense is 13 at all times. If you are alive and/or conscious, you may add your casting modifier to that amount.
Want to blend in? You may use Disguise Self a number of times for free, equal to your charisma modifier or charges of Bardic Inspiration (whichever is highest) per long rest.
Talk No Jutsu
At level 3, onlookers, allies, and even enemies are strangely patient to your blathering. You gain proficiency in Persuasion and Performance. You also learn the spells Vicious Mockery and Prestidigitation, which does not count against your number of spells known.
You may use Charm Person or Command (chose one) without using a spell slot once per long rest. The target has disadvantage on its saving throw.
Toyetic Assistant
At level 3, you learn a modified version of Find Familiar: Your familiar can also communicate with other people besides you within 100 feet of itself, but cannot cast your spells, except Prestidigitation.
Range Of Power
By sixth level you've probably found an adventuring team to join, so decide on your unique Gimmick and Specialization. Choose two "Gimmick" damage types (fire, cold, lightning, thunder, radiant, necrotic) which will affect your specializations below.
Rumbling Heart: You're a straightforward person and see the sense in casting FIST. Magic can fizzle, but a fiend punched in the face stays punched. Your unarmed attacks do D6 damage, count as a magical weapon, and you may use your CHA modifier on those attacks. You also gain Athletics proficiency if you didn't have it, and expertise if you did At level 10, you have resistance to both your chosen Gimmicks. Also, your walking speed increases 10 feet and your jump height increases 5 feet.
Keen Heart: You're a bit more analytical and know a mere pebble in the right place can break a complex machine. You use a finesse weapon, but may add your spell modifier instead of your DEX to the damage. If you don't already have it, you gain Perception proficiency, and expertise if you did. At level 10, your melee attacks do an extra 1d4 damage of either Gimmick you chose.
Spellbound Heart: You enjoy spectacle, preferably from a safe distance. You gain Arcana proficiency if you didn't already have it, and expertise if you did. You may replace the damage type (but not the effects) of any cantrip or first level spell you know with either of your Gimmick types. If the spell is already a damage type of your Gimmick, you can add your spell casting modifier to that spell. At level 10, your spells ignore enemy resistances to your Gimmick types. You also become resistant to those damage types.
Powered Up
Level 14
Rumbling Heart: Any immunity to your Gimmicks can be treated as mere resistances. Any resistances can be outright ignored. You are immune to either damage type.
Keen Heart: As a bonus action, you may summon a magical copy of your weapon in your other hand to deliver a second strike. This strikes uses one of your Gimmick damages rather than the weapons' normal physical damage. This can be done a number of times equal to your spell casting modifier per long rest.
Spellbound Heart: Your Gimmick'd spells treat enemy immunity as merely resistance and completely ignore typical resistances . You have also become thoughtful of the aftermath of your "enthusiasm", and can cast Cure Wounds at a spell slot level equal to your spell-casting modifier for free once per long rest.
Previous Versions
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