Base Class: Bard
These bards perform knives tricks, amazing sleight of hands shows and fluid acrobatics to amaze crowds. The College of Trickery is often looked down upon and referred to as "loose band of song singing rogues", when in fact rogues use the guise of stealth, this college employs a game of wit to win battles. Exposing the enemy's weakness is their game, and the roles are never the same. With blades as sharp as their tongues, they can turn the outcome of a battle in a few seconds.
Bonus Proficiency
Beginning at third level, you gain expertise in the Deception skill or proficiency in it if you do not already, and proficiency in the Poisoner's Kit.
Deceive
Beginning at 3rd level, you gain access to Tricks, you pick three of your choice and can swap one out every time you advance a level. Tricks are used as a bonus action unless stated otherwise in the Trick itself. Tricks will expand one inspiration die to use and use your Deceive Save DC:
Deceive Save DC = 8 + your proficiency bonus + you Dexterity or Charisma modifier (your choice)
If you attempt to deceive the same target twice within an hour, they will have advantage against your Deceive Save DC.
Flourish
At 6th level, you gain Trick dice (d8) equal to your proficiency bonus. You may only apply Trick dice to any target who failed a save against your Deceive Save DC. This dice has the same functions as an inspiration die.
Misdirection
At 14th level, when an enemy attempts a melee attack against you or an ally within 5ft of you, as a reaction you can add your proficiency bonus to your AC or your ally's. If the attack misses, you can then direct the attack (using the same roll) towards another target within the attack's original range.
Comments