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<blockquote data-quote="doctorbadwolf" data-source="post: 6784042" data-attributes="member: 6704184"><p>College of Shadows:</p><p></p><p>Proficiencies: Poisoner's Kit, Theive's Tools, Disguise Kit</p><p></p><p>Dimming Song: Spend a Bardic Inspiration Die. You and up to 5 allies become "dim". Other creatures who can hear your song, even if they can't understand it, have a penalty equal to the result of the die roll +your charisma modifier to Perception and Insight checks to notice dim creatures. They will avoid running into you, move out of your way, take things you try to hand them and make room for you in a crowded room, but they do so without consciously taking note of your presence. If you succeed on a Stealth or Deception check to either hide of disguise yourself, the GM may decide that creatures can't even try to notice you unless you do something that would otherwise draw attention. </p><p> For instance, if you are disguised as entertainment, servants, or functionaries in a court or fancy party, members of the court/partygoers just don't notice you, unless you do something distinctly unusual. </p><p></p><p>lvl6 Subtle Moves You can use a Bonus Action on your turn to apply a poison to a weapon, food, drink or object that you hold, or that adjacent to you, pick a lock, use slieght of hand to lift or plant something, and you can make a Stealth or Slieght of Hand check when you cast a spell, forgoing Verbal and Somatic components, or at least hiding them from prying eyes. Other characters can use perception to catch you out, as with any use of those skills. </p><p></p><p>lvl 14 Silver Tongue</p><p>Spend a Bardic Inspiration Die. sing a song or tell a tale or whatever as an Action. Anyone who can hear you is Fascinated unless they succeed on a wisdom save equal to your spell DC+the result of your Inspiration Die roll. Fascinated creatures have Disadvantage on saves against Charm, Sleep or Dominating effects, and you have Advantage on ability checks to Persuade, Decieve, Intimidate or otherwise influence Fascinated targets. Further, targets must make a wisdom save vs the same DC when the effect ends. If they fail, they do not hold a grudge, or even realize that you manipulated them, even if an effect like the Charm spell otherwise would result in hostility. All secondary effects, such as the Charm spell, and influence skills, otherwise work the same. </p><p></p><p></p><p>College of The Finely Buckled Swashes</p><p></p><p>Bonus Proficiencies: Gain a Fighting Style and choose one of the following proficiencies: Vehicles (water), Disguise Kit, Acrobatics, Athletics, Intimidation</p><p></p><p>Rakish Audacity: Add your Charisma Mod to Acrobatics checks. In addition, learn 2 of the following abilities. You'll gain more later.</p><p>you can spend a Bardic Inspiriation Die to do one of the following:</p><p> Audacious Fient: Bonus Action. Your next attack, or the next attack of a chosen ally against an enemy within 5ft of you has Advantage. Add the result of the Inspiriation Die to the damage roll if it succeeds. </p><p> Taunt: Action. While real sting comes from the words themselves, you put some magic into it, just in case. Target must be able to hear you. If the target fails a wisdom save, DC=your spell DC+die result, it becomes enraged, and clumsy It makes the same save at the start of every turn until it succeeds, falls unconscious or hits 0hp, at which point the effect ends. It has disadvantage on any attack or skill check roll that doesn't involve attacking you, and must make either Str or Dex checks to overcome any difficult terrain or obstacles in it's way. It cannot take the long way around. If it fails a check to overcome obstacles on it's way to you, it falls prone, taking 1d4 damage. It also gains a damage bonus against you equal to half your charisma modifier, rounded up. </p><p> Rakish Mockery: Bonus action, when you take any action that could result in dealing psychic damage to an enemy, or attack an anemy with a melee attack. One ally within 30ft of the enemy gains HP equal to the result of the Inspiration die roll + your cha mod. </p><p> Lead The Way: Bonus action, when you take any action that could result in dealing psychic damage to an enemy, or attack an anemy with a melee attack. The next ally to attack the enemy gains a bonus to their attack roll equal to the Inspiration Die roll, and add your Cha mod to damage. </p><p></p><p>lvl 6. Whenever you use your action to cast a spell, you can also make a melee attack with a one handed weapon.</p><p></p><p>lvl14: Gain an extra use of Bardic Inspiration, and two more Rakish Audacity abilities. </p><p></p><p></p><p>Any thoughts on those, before I try to get my DM to allow one of them?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6784042, member: 6704184"] College of Shadows: Proficiencies: Poisoner's Kit, Theive's Tools, Disguise Kit Dimming Song: Spend a Bardic Inspiration Die. You and up to 5 allies become "dim". Other creatures who can hear your song, even if they can't understand it, have a penalty equal to the result of the die roll +your charisma modifier to Perception and Insight checks to notice dim creatures. They will avoid running into you, move out of your way, take things you try to hand them and make room for you in a crowded room, but they do so without consciously taking note of your presence. If you succeed on a Stealth or Deception check to either hide of disguise yourself, the GM may decide that creatures can't even try to notice you unless you do something that would otherwise draw attention. For instance, if you are disguised as entertainment, servants, or functionaries in a court or fancy party, members of the court/partygoers just don't notice you, unless you do something distinctly unusual. lvl6 Subtle Moves You can use a Bonus Action on your turn to apply a poison to a weapon, food, drink or object that you hold, or that adjacent to you, pick a lock, use slieght of hand to lift or plant something, and you can make a Stealth or Slieght of Hand check when you cast a spell, forgoing Verbal and Somatic components, or at least hiding them from prying eyes. Other characters can use perception to catch you out, as with any use of those skills. lvl 14 Silver Tongue Spend a Bardic Inspiration Die. sing a song or tell a tale or whatever as an Action. Anyone who can hear you is Fascinated unless they succeed on a wisdom save equal to your spell DC+the result of your Inspiration Die roll. Fascinated creatures have Disadvantage on saves against Charm, Sleep or Dominating effects, and you have Advantage on ability checks to Persuade, Decieve, Intimidate or otherwise influence Fascinated targets. Further, targets must make a wisdom save vs the same DC when the effect ends. If they fail, they do not hold a grudge, or even realize that you manipulated them, even if an effect like the Charm spell otherwise would result in hostility. All secondary effects, such as the Charm spell, and influence skills, otherwise work the same. College of The Finely Buckled Swashes Bonus Proficiencies: Gain a Fighting Style and choose one of the following proficiencies: Vehicles (water), Disguise Kit, Acrobatics, Athletics, Intimidation Rakish Audacity: Add your Charisma Mod to Acrobatics checks. In addition, learn 2 of the following abilities. You'll gain more later. you can spend a Bardic Inspiriation Die to do one of the following: Audacious Fient: Bonus Action. Your next attack, or the next attack of a chosen ally against an enemy within 5ft of you has Advantage. Add the result of the Inspiriation Die to the damage roll if it succeeds. Taunt: Action. While real sting comes from the words themselves, you put some magic into it, just in case. Target must be able to hear you. If the target fails a wisdom save, DC=your spell DC+die result, it becomes enraged, and clumsy It makes the same save at the start of every turn until it succeeds, falls unconscious or hits 0hp, at which point the effect ends. It has disadvantage on any attack or skill check roll that doesn't involve attacking you, and must make either Str or Dex checks to overcome any difficult terrain or obstacles in it's way. It cannot take the long way around. If it fails a check to overcome obstacles on it's way to you, it falls prone, taking 1d4 damage. It also gains a damage bonus against you equal to half your charisma modifier, rounded up. Rakish Mockery: Bonus action, when you take any action that could result in dealing psychic damage to an enemy, or attack an anemy with a melee attack. One ally within 30ft of the enemy gains HP equal to the result of the Inspiration die roll + your cha mod. Lead The Way: Bonus action, when you take any action that could result in dealing psychic damage to an enemy, or attack an anemy with a melee attack. The next ally to attack the enemy gains a bonus to their attack roll equal to the Inspiration Die roll, and add your Cha mod to damage. lvl 6. Whenever you use your action to cast a spell, you can also make a melee attack with a one handed weapon. lvl14: Gain an extra use of Bardic Inspiration, and two more Rakish Audacity abilities. Any thoughts on those, before I try to get my DM to allow one of them? [/QUOTE]
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