College of Trickery (5e Subclass)

College of Trickery

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.

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:

  • 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.
  • 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.

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.
  • 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.
  • Second Wind: As an Action, 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.
  • Nimble: You have 2 bonus Action this turn that can be used for anything except another Trick.
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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