Bard Colleges

College of Mischief

Bards of the College of Mischief, while not inherently evil or cruel, excel at manipulating and tricking others, for their own gain or amusement. These bards are often more solitary than most bards, or are at least less inclined to make numerous close relationships; they would rather find new people and places, relishing the possibilities of the mysterious and the unknown. They are often thrill seekers and, when not pulling pranks or cons, enjoy finding new adventures, particularly those of a bizarre or wondrous nature.

Bonus Proficiencies

When you join the College of Mischief at 3rd level you gain proficiency in Medium Armour and a language of your choice.

You also gain proficiency in Deception, if you are already proficient in it, you gain Expertise

Defensive Displacement

Also at 3rd level, you gain the ability to teleport a short distance after taking damage. After you take damage, you may use your reaction to teleport up to 20ft in any direction, to an area you can see. At the end of your turn you teleport back to the square you teleported from.

Once you have used this feature you cannot use it again until you finish a short or long rest.

Mental Manipulation

Also at 3rd level, your ability to manipulate the minds of other creatures improves. When a creature makes a saving throw against one of your enchantment or illusion spells, you can expend one use of your Bardic Inspiration to double your proficiency bonus for your Spell Save DC for that initial saving throw (any subsequent saving throws use your standard DC).

Illusory Weapon

At 6th level you gain the ability to create incredibly convincing illusions, to the point that they can even cause real harm.

As an action, you can point to a creature within 30ft, causing their weapon to appear as an object of your choice (A stick, bouquet of flowers etc) for one minute; the weapon counts as an improvised weapon while under this illusion. They may use an action to attempt to make an investigation check to see through your illusion.

Once you have used this feature you may not use it again until you finish a short or long rest.

You also add the Spiritual Weapon spell to your list of known spells. The spell counts as an illusion spell and deals psychic damage.

Friend or Foe?

At 14th level, you gain the ability to turn friend against one another, and create powerful allies from former enemies.

As an action you may force a creature within 30ft of you to make a Wisdom Saving Throw. On a failed save, they are convinced that one creature of your choice is their ally, and/or another creature of your choice is their enemy. The target is considered dominated and creatures that are immune to charm effects are not affected by this feature.

This effect lasts for 1 minute, and the target can repeat their saving throw whenever they take damage. If the creature that the target now perceives to be their ally takes any hostile action towards the target, the effect immedately ends. Once a creature has saved from this effect they are immune for the next 24 hours.

Once you have used this feature you may not use it again until you finish a short or long rest.