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## Bard ### College of Snake Oil ___ From a shady street corner of a metropolis, to a small town's tavern for one night only, seedy scoundrels can always be found swindling somebody out of hard-earned gold. The College of Snake Oil isn't so much an organized pedagogy, but rather under-handed tricks and schemes passed through shadowy networks of criminals and charlatans. Bards of the College of Snake Oil use their guile and wit to deceive their customers and partners, distracting them with elaborate schemes. They often employ genuine expertise with a a set of tools as a facade for their underhanded dealings. One of their victims would likely not even know that they have even encountered such a bard until it is too late. When making your character, pick your favorite scheme, or roll on the table below for inspiration: | d4 | Scheme | |:---:|:-----------:| | 1 | You charge 50 gold for a "magical healing experience", just to cast the *cure wounds* spell. | | 2 | You promise men hair growth in 3 weeks or less - more than enough time for you to skip town. | | 3 | Grieving widows ask you to commune with their late spouse, and who are you to deprive them of "closure"? | | 4 | Claiming to have created a miracle elixir, you actually just invented a highly addictive drug. | ___ #### Bonus Proficiencies When you join the College of Snake Oil at 3rd level, you gain proficiency two sets of tools of your choice, such as alchemist's supplies, tinker's tools, or an herbalism kit. #### Sleazy Practice Starting at 3th level, you are able to use your sleazy ways to instill doubts in the minds of others to your gain. As an action, you can expend a use of your Bardic Inspiration to target a creature that can hear you, within 60 feet of you. The target must succeed on a Wisdom saving throw, subtracting your Bardic Inspiration die roll from the result. On a failure, you subject the creature to your choice of the following results for 1 minute. ***Reconsider!*** Whenever the creature takes a reaction, it must roll 1d4. On a 1, it second guesses themselves and the reaction is lost. ***Stutter Step.*** The creature's mind is wracked with indecision, and its speed is reduced by 10 feet. ***This Or That?*** Whenever the creature targets a creature with an attack, it must roll 1d4; on a 1, it changes its mind and select a different target. If a creature succeeds on its Wisdom saving throw to resist this effect, or the 1 minute duration has expired, it is immune to this effect for 24 hours. If you use this feature against a creature who has been influenced by it before in the past 30 days, it has advantage on its Wisdom saving throw to resist the effect. \columnbreak ___ #### Deceitful Crafting ~~At 6th level, you can infuse your creations with an enchanting allure, that makes them more appealing to prospective suckers, and more difficult to detect. You can spend 1 minute, as well as a use of your Bardic Inspiration to use one of the following features:~~ ___ ~~***Fleeting Panacea.*** You imbue a consumable product of some kind with the (limited) ability to cure all of someone's ailments, maladies, and diseases. When a creature consumes this item, it receive the benefit of a *lesser restoration* spell.~~ ___ ~~***Fool's Gold.*** You imbue a trinket or construct with inordinate presumed value. When inspected, the item you created appears to be worth an amount of gold equal to 5 times your Bardic Inspiration die roll.~~ ___ ~~***Pernicious Powder.*** You imbue a consumable product of some kind with the (limited) ability to augment someone's personal prowess. When a creature consumes this item, it receive the benefit of an *enhance ability* spell, with your choice of advantage on Strength, Dexterity, Wisdom, or Charisma ability checks.~~ ___ #### Web of Lies At 14th level, your mastery of subterfuge ensure that you or one of your partners can always pull off a trick when needed. Whenever you make a Charisma ability check, you can expend a use of your Bardic Inspiration as a reaction to grant yourself advantage on the roll, adding the Inspiration die roll to the result. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether it was a success or failure. Additionally, whenever a creature that you have inspired uses their Bardic Inspiration die to make a successful Charisma (Deception) check, you immediately regain 1 use of your Bardic Inspiration.
##### Art Credit [Dwarven Snake Oil Salesmen - Gangfight Games](https://www.skirmishgames.com/#home-1-section)