Bard
Base Class: Bard

Bards under the College of Conceit are often called selfish or full of themselves - they're typically right. Bards whom join are often those with so much confidence in themselves and what they're doing that they don't even entertain the idea of defeat. They sing songs, make jokes or whatever it is they do out of pure self-indulgence, only doing things that they enjoy. This is where the extremely vain can learn to turn that vanity into admiration.

These bards are often very charming regardless of their knowledge of that fact. It's said that the more time you spend with one - the further you fall under their natural enchantment. Most adventurers whom have traveled with one such bard will say that they're "not that bad" and typically misunderstood. They are a bit full of themselves though. While most of these bards will use their charm to diffuse a situation or protect those close to them, few have chosen to use theirs in a more evil way. Those bards are looked at as ones whom have strayed from the path - still beautiful, but must be defeated. 

Shine Bright Like a Diamond

When you join the College of Conceit at 3rd level you gain proficiency in jewelers tools.

Self-love

Starting at level 3 you gain resistance to Psychic damage and you can use your Bardic Inspirations on yourself. You can also use a mirror as a spell-casting focus.

Hubris

At level 3 you learn the spell Charm Person, it does not count against bard spells known. You can cast this once at level 1 without expending a spell slot. If the target fails the save it doesn't know it was charmed by you at the end of the spell instead thinking it spent it's time in awe of your attractiveness. If it succeeds on the save it knows you tried to charm it and grows a strong hate towards you. You cannot use this feature on that creature again. You regain use of this feature on a long rest.

HYPE!

Starting at level 6 you gain the ability to use your inspirations in a different way. You can expend one inspiration use for one of the following effects. This inspiration can be one you currently have or one you haven't used yet.

- Blinding Beauty: You can use your reaction when hit by an attack or spell by an enemy within 60 ft that can see you to roll an inspiration die. Add the number rolled to your ac or saving throw until the end of the current turn. Potentially causing the attack to miss.

- Self-Confidence: You can expend an inspiration die to roll your attack, saving throws, and skill checks at advantage until the start of your next turn.

- You and Me: As an action you can expend one inspiration die to taunt an enemy within 60 ft that can see you. A creature immune to charmed isn't affected. The creature must make a Charisma saving throw, if it fails the creature only has eyes for you for 1 minute. It attacks any other creature at disadvantage and must use its movement on its turn to move towards you. It takes psychic damage equal to your Charisma modifier (minimum of 1) at the beginning of its turns. It can make another save at the end of its turn.

Prince Charming

Once you've reach level 14 you've learned how to charm even the most difficult of creatures. When a creature that's hostile towards you or your party makes a saving throw against a charm affect or spell they do not roll at advantage as a result of being hostile. In addition your charms can even affect those who are immune to charms or charmed effect, however they must see you. When it makes a save against a charm affect or spell it makes it with advantage. Lastly you cannot be scarred or maimed (unless the scarring would make you more "attractive", then you can allow it) While you still suffer normal damage, your body is protected from physical/magical harm. Some would say your refusal to be anything less than an icon of beauty has manifested into reality.

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