Bard
Base Class: Bard

Bards by nature are chaotic, and ever changing. These bards choose to take that nature to the extreme, assailing foes with tricks and tricky acrobatics.

Bonus Proficiencies

At 3rd level, you gain proficiency in any two Charisma based skills, or expertise if you already have proficiency, as well as proficiency in improvised weapons.

Bag of Tricks

At 3rd level, you gain access to your Bag of Tricks. You can pick three of them, and you can swap one out after a long rest. Your Tricks will be bonus actions, unless stated otherwise. You can only use each Trick once, and you regain Tricks after every long rest. Tricks use your Trick Save DC, which is 8 + your proficiency bonus + your Charisma modifier. If you use a Trick on the same target twice, they will have advantage on their save:

Climb Foe

You clamber onto a massive creature in order to hide in its blind spot. 

The creature you want to climb must be at least one size larger than you and must be within your reach. Using at least one free hand, you try to grab the creature as an action. Make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (its choice). If you succeed, you climb onto the creature and hang on.

While hanging onto a creature, it can’t see you (unless you are hanging onto the front of the creature or it can also see behind it), and it makes attacks against you with disadvantage. If the creature moves, you can choose to let go as a reaction and fall to the ground beneath it, otherwise you move with it. At the end of each of your turns, you must make a DC 10 Strength saving throw or lose your grip and fall off.

Dazzling Flourish

You swing your weapon in a dazzling pattern, causing your target to look in all directions—except the one your attack is actually coming from.

As a part of your attack action, choose a creature you can see within 5 feet of you. Make a Charisma (Deception) check contested by that creatures Wisdom (Insight) check as you swing your weapon in all directions. If you succeed on this contest, you make a single melee weapon attack with advantage.

Ensnaring Lasso

You hastily tie a lasso or attach a grappling hook to your rope and hurl it at a creature’s legs.

If you are holding a rope, you quickly tie a noose or prepare a grappling hook and make a ranged weapon attack to throw it at a creature you can see within 30 feet as an action. On a hit, the creature must make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) opposed by your Strength (Athletics) check. If it fails, you choose whether it falls prone or is pulled up to 10 feet toward you.

You can cause a snared creature to fall prone or be pulled up to 10 feet toward you as an action. The snared creature can use its action to make a Dexterity check against your Trick DC, escaping the snare on a success. Severing the rope also frees the creature.

Evasive Roll

You dive and tumble in an attempt to avoid an attack.

You make a Dexterity (Acrobatics) check as a reaction when you are attacked by a creature within 5 feet of you, the DC equals the attack roll of the creature hitting you. If you succeed on this check, you move 5 feet in a direction of your choice. If this causes you to leave the creature’s reach, the attack misses and it cannot make an opportunity attack against you. If you are still in the creature’s reach, it makes the attack that triggered this reaction with disadvantage.

If you fail this check, the attack that triggered this reaction automatically hits.

Gambit

You invoke an opportunity attack from an enemy within 5 feet. The target of the Trick must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy's opportunity attack fails and they fall prone, you then make an attack against them. If the enemy succeeds they carry out the opportunity attack against you as normal.

Mock

As an Action, choose a target who can see you, within 60 ft. They must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy has disadvantage on all attacks against other targets that are not you. At the end of each of their turns, they must make a Wisdom saving throw against your Trick Save DC, if they succeed the Trick ends and they no longer have disadvantage.

Pendulum Swing

You grab a hanging rope or similar tether and make a DC 15 Dexterity (Acrobatics) check as an action to swing towards a creature. On a success, you can make a single melee weapon attack with advantage against that creature as part of the same action. If your attack deals bludgeoning damage, the creature must also make a successful Strength saving throw or be pushed 10 feet away from you.

Pocket Sand

You attempt to throw a hand full of powder into the face of an enemy, blinding them temporarily. The target of this Trick must make Constitution saving throw against your Trick Save DC. If it fails, the enemy is blinded until the end of its next turn.

Quick Hands

You can use your bonus action to drink a potion or throw a flask of liquid. ie Acid, Oil or Alchemist Fire.

Ricochet Shot

Your trick-shooting skills allow you shoot past your target, ricochet your shot off a nearby surface, and strike your target from behind.

Make a DC 15 Wisdom (Perception) check to line up a trick shot at a creature or object within range of a ranged weapon you’re wielding. There must be a solid surface within 30 feet of your target to ricochet your shot off of. On a success, you make a single ranged weapon attack with advantage. On a failure, you make a single ranged weapon attack but it automatically misses.

Somber Song

As an Action, you play a sad tune. All enemies in a 25 ft cone must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy has disadvantage on Wisdom saving throws for 1 minute. At the end of each of their turns, they must make a Wisdom saving throw against your Trick Save DC without disadvantage, if they succeed the Trick ends and they no longer have disadvantage. You cannot perform another Trick on this turn.

Tactical Retreat

You back away from a target within 15 ft. and add your Charisma modifier as temporary hit points. The next attack made against you will have disadvantage.

Turncoat

You attempt to persuade an enemy to attack it's allies, the target of the Trick must make a Wisdom saving throw against your Trick Save DC. If it fails, the enemy is charmed until the end of their next turn.

Underbelly Slide

You rush atleast 15 feet towards a creature no smaller than medium and slide between its legs. Make a contested acrobatics check against the creatures athletics or acrobatics check, on a success you slide to an adjacent space 5 feet from the creature and make your next melee attack with advantage.

Dexterous

At 6th level, you gain the ability to use each Trick twice per long rest.

Misdirection

At 14th level, when an enemy makes an attack against you, as a reaction, you may add your proficiency bonus to your AC. If the attack misses, you use the momentum to redirect the attack to another target within range of the enemy's attack.

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