Bard
Base Class: Bard

College of Experiments bards care little about the conventions of their art, instead choosing to push the envelope and in some cases, intentionally rejecting being considered "good" at what they do. Members of the College of Experiments are often more infamous than famous, but may have a small, but dedicated cult following, or a single patron. They may be untrained but passionate, prioritise their self-expression over anything else, be visionaries ahead of their time, or simply wish to provoke a reaction.

Bonus Proficiencies

When you join the College of Experiments at 3rd level, you gain proficiency with two tools of your choice.

Disaster Artist

Also at 3rd level, you fully come into your own as a terrible artist. CHA-based ability checks you make are inverted; The worse you roll, the better the result. This means that on a low roll, you will still do your task badly, however, the targets will find themselves oddly enthralled by your earnest attempt. If you roll high,  the target will feel your performance was technically correct, but lacking a certain something. At the DM's discretion, you may still need to meet a DC normally.

Additionally, your art offends some people's senses. When you are able to give a creature Bardic Inspiration, you can choose to give them Bardic Disruption instead. A Bardic Disruption die works like like a Bardic Inspiration die, except you (and you alone) can choose to subtract the number rolled instead. Bardic Disruption expends two uses of Bardic Inspiration.

Boundary Pushing

At 6th level, you can use your surroundings in your artwork and inspire awe. You are able to use a tool you have proficiency in and materials you have on you or can find around you to create an Experimental Artwork. The tool roll you make to create the artwork determines the DC of the following WIS saves. Choose one creature that can see the Experimental Artwork. If the creature is friendly, they will gain Bardic Inspiration, if the creature is hostile, they must make a wisdom saving throw. If they fail, they have disadvantage on their next attack roll or saving throw. No creature can be affected by seeing the same Experimental Artwork twice.

You may also place the Experimental Artwork down or give it to someone. Creatures who see the artwork without seeing you must make a WIS saving throw. If they fail, they become unable to be in the same room or within sight of the artwork. If they succeed, they now cherish it as one of their most prized possessions.

Avant-engarde

At 14th level, you are able to harness your improvisational talents in combat. You have proficiency in improvised weapons. You can take one action to create an improvised weapon from two or more objects in your possession or around you. You must name this improvised weapon. It acts as a +3 magic weapon and does 1d6 damage. It breaks after maximum three uses. When you do damage to a creature with this weapon, you and another creature of your choice gain Bardic Inspiration, without expending any of your uses.

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