Base Class: Bard
"In my youth in Arkhollow, I met a young dwarven man who stumbled into my home street with nothing but his rags and a dying toad. Despite his desperate appearance, he carried a stride of true grandiosity. It was like a noble trying to pass off as a peasant. Give him around three hours of waltzing up and down the street, going to shop after shop, and wouldn't you know it, he bought an entire house with his toad no longer in sight..."
- The Unknown Scholar.
College of Commerce bards are able to turn their golden tongues into a potent combat tool. Their superior wit along with a lace of magic makes their most absurd of suggestions seem like obvious choices, whether it be in front of a dragon or a humble merchant. Practitioners in the college are often never out of coin. Using specialised techniques, College of Commerce bards are easily able to find wealth tucked away in plain sight. More advanced practitioners have an uncanny ability to make somewhat worthless items incredibly valuable. College of Commerce bards can typically be found as extraordinarily wealthy businessmen or politicians, or, somewhat more rarely, as modest philanthropists who invest for the good of all.
Linguistic Mastery
Starting at 3rd level, your field experience with foreign societies has given you a special understanding of language that trumps those of trained linguists. You learn three new languages. When learning a new language you spend half the amount of time required to learn it fluently, written and spoken. When encountering a language you do not understand, you have advantage on intelligence (history) checks to gain basic knowledge of the language.
Undeniable Proposal
Also at third level, your skills in bartering along with a lace of magic make your proposals nearly irresistible. You can use a bonus action to consume a bardic inspiration die and suggest an 'undeniable proposal' with one target under 60ft away who can understand at least one language. You must be able to speak a language they understand and the target must be able to hear you. Roll your bardic inspiration die. The target must succeed a Wisdom saving throw, taking away the number from your bardic inspiration roll from their save, against your spell save DC or use their action or reaction (your choice) to complete the proposed action. You can propose one of the following;
- Throw a specific item in their inventory towards you or another target.
- Attack an ally with advantage or attack itself with a melee or ranged weapon.
- Collapse onto the floor and become prone, taking 1d4 bludgeoning damage plus any necessary falling damage.
- Use the dash action and move their maximum movement in any direction. They will not run into any potential hazards.
- Any action no more powerful than the ones listed (DM's discretion).
The targeted individual cannot be affected by another undeniable proposal for one day if it succeeded in its saving throw. The target remembers what actions it took during the undeniable proposal.
A Realm of Riches
At 6th level. The world is full of coin, and you know exactly how to get it. You've become an expert in the art of bartering and negotiating, gain advantage on any charisma (persuasion/intimidation) checks in relation to the bartering of goods or negotiation of any kind. Any roll below or equal to a 9 shall instead become a 10 along with any modifiers. If you roll an 18, 19 or a 20, the roll becomes a critical success. You gain advantage on Intelligence (Investigation) checks in relation to searching for valuables in a room or a corpse.
Eldritch Wit
Also at 6th level, you gain the ability to use an undeniable proposal as a reaction if a creature successfully hits you without expending one of your bardic inspiration dice. You still roll your bardic inspiration die as normal. An undeniable proposal done in this way takes the creature's current action and not its next action. Your undeniable proposals can now affect creatures that do not understand a language or do not understand the language you're using, though they receive an advantage on their saving throw. A creature that has succeeded in its saving throw no longer becomes immune to an undeniable proposal, though they gain advantage on the saving throw for one day.
A Soul of Gold.
Your legendary acts of speechcraft and persuasion has given you the title of 'The Golden Soul'. With this new title comes a primordial power gifted by an unknown entity...
At 14th level. Your undeniable proposals no longer impose advantage on creatures who don't share or don't speak a language. A creature that has succeeded in its saving throw no longer gains advantage on your undeniable proposals. The proposals become more powerful:
- Throw up to three specific items in their inventory towards you or another target
- Attack itself or an ally with advantage with a melee or ranged weapon.
- Collapse onto the floor and become paralysed, taking 2d4 bludgeoning damage plus any necessary falling damage.
- Use the dash action and move their maximum movement in any direction, including running into potential hazards. A creature cannot dash into places that would result in certain death, such as .
- Any action no more powerful than the ones listed (DM's discretion).
Midas Touch
Also at 14th level, you can touch an object worth at least 100 gold or more. Roll a d6. You can only do this once per long rest.
1 = The item turns to dust.
2 = The item is worthless
3 = The item is halved in value.
4 = The item's value is doubled.
5 = The item's value is 5x more.
6 = The item's value is 10x more.
Previous Versions
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7/2/2021 3:35:40 AM
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Coming Soon
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