Base Class: Bard
While all Bards are capable of using magic from the enchantment and illusion schools, there are those who prefer to specialize in them. Those that take to this style tend to be tricksters by nature, using deception and guile to accomplish their goals. Those who wished to use these skills to bring forth change for the better, however, came together to form the College of Trickery. Wielding enchanted decks of cards, members of this college understand that in order to invoke change, one occasionally needs to cause mischief and mayhem, and thus do they use their deceptive magics to bring forth a better world, one trick at a time.
Implements of Mischief
When you join the College of Trickery at 3rd level, you gain the skills to deceive and trick when magic isn't necessary. You gain proficiency in either the Deception or Sleight of Hand skill. If you already have proficiency in the skill you choose, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
In addition, you also gain proficiency in one gaming set of your choice, which you can use as a spellcasting focus for your bard spells.
Tricks of the Trade
Starting at 3rd level, you learn to create and use the main tool that you use to cause mischief: The Deck of Tricks. The enchanted deck consists of 12 cards that, correspond to an effect on the Deck of Tricks Cards table (as detailed below), as well as a holster for the cards. As part of the enchantment, the cards are inherently mischievous, only permitting the use of certain cards based on the size of your Bardic Inspiration die. In addition, the cards are magically bound to the holster and cannot be removed from the holster unless a card is drawn by you. If the holster is ever not on your person, you can summon it to your hand as an action.
You can expend one use of your Bardic Inspiration as an action to draw a card from the holster (you must have a free hand available in order to do this). When you do so, roll on the Deck of Tricks Cards table using your Bardic Inspiration die to determine the card you draw. When you draw a card, you channel magic into the card and immediately bestow the card's effect on one creature you can see within 60 feet of you (this can be you), after which the card magically returns to the holster and is placed into the deck in random order. You can only have one of these card effects active at a time, and rolling on the Deck of Tricks Cards table immediately ends the effect of the previous card.
You can draw a card without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
If the card requires a saving throw, the DC equals your spell save DC.
If your Deck of Tricks is destroyed, you can perform a 1-hour ceremony to create a new deck using 12 playing cards and a card holster. This ceremony can be performed during a short or long rest.
Bardic Insp. Die | Deck of Tricks Cards |
---|---|
1 |
The Charmer Card: The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed creature is friendly to you for the duration. |
2 |
The Smoke Bomb Card: A smoke cloud appears, covering the area in a 10-foot radius centered on the chosen target's space. The smoke spreads around corners, and its area is heavily obscured. It lasts until the end of the target's next turn. The target is then teleported to an unoccupied space you can see within 30 feet of its original location. |
3 |
The Nightmare Card: The target becomes frightened of you until the end of its next turn and must use its reaction, if available, to move as far as its speed allows away from you. |
4 |
The Mindblower Card: You make a ranged spell attack against the target. On a hit, the target takes psychic damage equal to three rolls of your Bardic Inspiration die + your Charisma modifier. |
5 |
The Tumble Card: The target must succeed on a Dexterity saving throw or fall prone. At the end of its next turn, it must succeed on another Dexterity saving throw or fall prone. |
6 |
The Doppelganger Card: You enchant the target with illusory magic for 1 minute. The next time the target is hit by a weapon attack within the duration, an illusory duplicate interposes itself between the attacker and the target. The attack automatically misses the target, then the illusion dissipates and the effect ends. |
7 |
The Invisible Man Card: The target becomes invisible until the end of its next turn. If the target hits a creature with an attack during this invisibility, the creature it hits takes psychic damage equal to two rolls of your Bardic Inspiration die. |
8 |
The Shapeshifter Card: You cast the Polymorph spell without spell components. When you do so, the target is transformed into a rabbit or a giant ape (your choice), the spell's duration becomes 1 minute for that casting, and the spell doesn't require your concentration. |
9 |
The Spectacle Card: The target and creatures of your choice within 10 feet of the target must succeed on an Intelligence saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die and be incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. |
10 |
The Vanishing Act Card: The target is banished to a harmless demiplane until the beginning of your next turn, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. |
11 |
The Halfwit Card: The target must succeed on an Intelligence saving throw or have its Intelligence score become 1 for 1 minute. |
12 |
The Evil Twin Card: You create an illusory double of the target in the nearest unoccupied space to it, which makes a melee spell attack against the target using your spell attack modifier. On a hit, the target takes psychic damage equal to three rolls of your Bardic Inspiration die and is stunned until the end of its next turn. Whether the attack hits or misses, the illusion then dissipates. |
Deceptive Draw
Starting at 6th level, you learn to quickly redraw a card from your Deck of Tricks when your first draw doesn't fit the situation at hand. Whenever you roll on the Deck of Tricks Cards table, you can choose to reroll on the table and immediately bestow the second card's effect.
Trickster's Secrets
Also at 6th level, you gain knowledge of new spells that are pivotal to your trade. You learn two spells of your choice from any class. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level you can cast, as shown on the Bard table. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Trickster Makes This World
By 14th level, you have become a master of weaving spells in between your card draws in order to cause maximum mischief. When you use your action to roll on the Deck of Tricks Cards table and bestow a card's effects, you can cast a spell as a bonus action. The spell must be of the enchantment or illusion schools, must be of 1st-level or higher, and must have a casting time of 1 action.
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