Bard
Base Class: Bard

"Those bards in the other Colleges may look down on us, but to be honest, it's them I feel bad for. They're all so busy preening like peacocks, twirling their swords, and burying their noses in their books, they forgot what it truly means to be a bard. To answer only to yourself. To live life to the fullest.  And to have a damn good time doing it."

Beggar, vagabond, derelict, ne'er-do-well. Bards of the College of Vagrants are used to getting called these names and worse. As a matter of fact, some of them wear them with pride. What they lack in grace, refinement, and poise, they make up for with grit, ingenuity and an uncanny ability to survive any hardships. Growing up, they often lacked formal education, a roof to sleep under, or parents to look after them. As a result, they had to learn to take care of themselves, whether that meant busking on the street for coins, picking pockets at a bawdy tavern, or conning naive onlookers with sleight of hand tricks.

These bards pride themselves on their ability to go unnoticed, to observe their surroundings, and to adapt to any situation  They might not study in the traditional sense,  but their thirst for knowledge is no less than those stuffy bards in the College of Lore. They believe that the most valuable knowledge is found not by poring over dusty old tomes, but by watching others and learning from their mistakes. One thing they know is that you can only con so many crowds or escape so many guards until eventually, your luck runs out. For that reason, they often resort to fighting tactics that are considered less than honorable. But Vagrants know that when it comes to a fight for your life, the only rule that matters it that there are no rules.

Dirty Fighting

Bards who join the College of Vagrants know that when it comes to fighting, the only rule is that there are no rules. As such, they are trained to use whatever means necessary to ensure they survive whatever foes they face. Many would consider these "dirty tricks" suited only for a bar brawl, but Hard Knocks know better.

Dirty Tricks. You learn three dirty tricks of your choice, which are detailed under “Dirty Tricks” below. Many tricks enhance an attack in some way. Others increase your defense or maneuverability. You can use only one trick per round, even if you can make multiple attacks.

You can learn two additional dirty tricks of your choice at 7th, 10th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Charisma or Dexterity modifier (your choice)

Bob and Weave

When you move, you can expend one use of your Bardic Inspiration, rolling the die and adding the number rolled to your AC until you stop moving.

Clear a Path

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to distract your target and allow your one of your allies to maneuver into a more advantageous position. You add the Bardic Inspiration die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Dodge Roll

When another creature damages you with a melee attack, you can use your reaction and expend one use of your Bardic Inspiration to reduce the damage by the number you roll on your Bardic Inspiration die + your Dexterity modifier, moving 5 feet in any direction. This movement does not provoke attacks of opportunity.

Insult to Injury

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to attempt to goad the target into attacking you. If the target can hear you (though it need not understand you), they suffer psychic damage equal to the number rolled on the Bardic Inspiration die, and must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Low Blow

When you hit a creature with a weapon attack, you can expend one Bardic Inspiration to target a creature's weak spot, giving your allies an opening. You add the number rolled on the Bardic Inspiration die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Pocket Sand

As a bonus action, you can expend one use of your Bardic Inspiration to temporarily blind a creature within melee range. The target must make a Dexterity saving throw. On a failed save the target is blinded until the end of their next turn. The target can use an action to remove the sand and end the effect.

Note: Creatures without eyes are unaffected by this ability.

Master of Distraction

When you join the College of Vagrants at 3rd level, you gain the ability to weave your bardic magic and cunning words to distract your enemies, granting your allies a chance to quickly get out of (or into) harm's way.

As a bonus action, you can expend one use of your Bardic Inspiration to distract your enemies. When you do so, choose a number of creatures you can see within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them can immediately use their reaction to move up to 15 feet, without provoking opportunity attacks, and use the Hide action.

Laugh Riot

At 6th level, you gain the ability to amplify your comedic ability with your bardic magic. You learn the spell Tasha's Hideous Laughter, if you don't already know it.

As an action, you can cast Tasha's Hideous Laughter, without expending a spell slot, and target a number of creatures equal to your Charisma modifier (minimum of one) that can hear you.

Once you use this feature, you can’t use it again until you finish a long rest.

To Be Determined...

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

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