College of Mime

by The Smithy

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Bard

College of Mime


Bards of this college are actors and performers, focused upon empowering their spells with their own mischievous, deceptive skill. Members of this college are twisted harlequins: even the most powerful bards known to have studied it were said to use their creations for pranks, creating luxurious invisible chairs before dismissing the effect and watching their compatriots fall about on the floor, or mimicking their allies' misthaps with an unsettling precision.

Members of this college focus on bedazzling and befuddling their foes with their powerful enchantments and charms. It’s all smoke and mirrors, so the rumour goes: the devastating jinxes of the College of Mime are entirely manifest in their victims’ imagination.

Whether or not that rumour is true, their combative potency is more than real enough. They play foes like fools.

College of Mime Features
Bard Level Feature
3rd Copycat, Silent Casting, Magical Hoodwink
6th Mental Conjuration
14th Spell Ventriloquy

Copycat

When you choose this college at 3rd level, you become a dab hand with mimicry and costuming. You become proficient with the Disguise Kit, and you can copy the mannerisms of any person you have spent at least 1 hour observing.

Additionally, when you see a creature complete a skill check, you can use your reaction to memorise their moves exactly. The next time you make a skill check
using the same skill before the end of your
next turn, you can replace your total result
with the creature's total. Once you use this
feature, you must finish a long rest before
you use it again.












Silent Casting

Beginning at 3rd level, when you
cast a bard spell with a verbal
component, you can replace that
component with a somatic component
instead.

Art by Rich Carey
Subclass created by The Smithy

Magical Hoodwink

Beginning at 3rd level, your thespian skill lets you convince, con, charm, and confuse your foes with ease. As a reaction when you see a creature within 60 feet of you make a successful Intelligence, Wisdom, or Charisma saving throw, you can expend two uses of your Bardic Inspiration at once, rolling both dice. You deal psychic damage to the target equal to the highest number rolled, and you reduce the target's saving throw result by the lowest number rolled, potentially causing the attempt to fail.

Mental Conjuration

At 6th level, your performance has become so perfect that when you simply pretend to interact with an object, you can make it real.

By gesturing as if a certain object exists over the course of 1 minute, you can create a nonliving object of vegetable matter within 5 feet of you: food, rope, lumber, furniture, or similar. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. An object created in this way is invisible and vanishes after 1 hour or if you dismiss it as a bonus action. Using the object as a spell's material component causes that spell to fail.

You have a number of uses of this feature equal to your Charisma modifier, and you regain any expended uses when you finish a long rest.

Spell Ventriloquy

Beginning at 14th level, whenever you cast a spell that doesn't have a range of self, you can choose a point within 10 feet of you. The spell's effects originate from that point, and its range is calculated accordingly.

Additionally, if the point you choose is occupied by a creature, you can make a Charisma (Deception) check as part of the casting of the spell, contested by observers' Wisdom (Perception) checks. Each creature that saw the spell and failed the contest doesn't see you cast the spell, and sees that the spell's visible effects appear to originate directly from that creature.


 

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