Bard
Base Class: Bard

The College of Subterfuge specialise in twisting words into weapons.

Natural Liar

At 3rd level, you gain advantage on any Deception skill checks you make against a target you have verbally lied to unless you have Disadvantage on that roll. The target must be able to hear you and understand the language that you are speaking.

Wounding Words

At level 3, you begin to master the phrases and words that disrupt and unbalance the minds of your enemies. You learn three special maledictions. You can use only one malediction as an action per turn. Each malediction requires the expenditure of one Bardic Inspiration die. All of these effects require that the target is capable of hearing and understanding the words and language spoken to it, or else the effect fails immediately.

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

Maledictions

You master the phrases and words that disrupt and unbalance the minds of your enemies. 

You learn three special maledictions. You can use only one malediction as an action per turn. Each malediction requires the expenditure of one Bardic Inspiration die. All of these effects require that the target is capable of hearing and understanding the words and language spoken to it, or else the effect fails immediately.

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

Forked Tongue

At 6th level, if you speak to a humanoid alone for at least 1 minute, the target must succeed on a Wisdom saving throw against your spell DC or be Charmed. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. It also must succeed on a further Wisdom saving throw any time it attempts to lie or hide the truth from you, otherwise it must speak the truth to the best of its knowledge.

Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 8 hours or you are incapacitated, are on a different plane of existence than the target, or you take a Bonus Action to end the effect.

If a creature passes its saving throw against this feature, it is immune to falling under the same effect again for 24 hours and is aware that it was Charmed by you.

Once you use this feature, you cannot do so again until you finish a long rest.

Sweet Nothings

At 14th level you gain the ability to hide the use of your enchantment magic upon your enemies. Creatures under this effect have no idea that they were under your influence once the spell has ended, instead rationalizing their behavior to themselves. This ability applies to the following spells;

Friends, Charm Person, Enthrall, Suggestion, Zone of Truth, Charm Monster, Compulsion, Mass Suggestion.

 In addition, you may use a bonus action to expend one Bardic Inspiration die to disrupt a creature's memory of you. The creature must be able to hear you and understand the language being spoken to it. The creature must roll a Wisdom saving throw against your spell save DC. On a failure, the creature’s memories of you rapidly fade to the point where it will have trouble recalling your appearance, actions, number of people with you, location or direction you are travelling in. The memories being masjked must have occurred within the last hour for this to work. It will remember interacting with someone, but will be unable to bring any specific details to mind. This effect can be removed via the use of a Restoration or Greater Restoration spell.

Previous Versions

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12/10/2018 4:02:35 PM
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12/10/2018 4:08:32 PM
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