Bard: College of Political Science

by qorinthian

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College of Poli-Sci

Bards from the College of Political Science (shortened to Poli-Sci) are shrewd and cunning, yet capable of inspirational acts of leadership. Though diverse in their backgrounds and motivations, these bards are focused solely on climbing to the top of the social ladder.

Bonus Proficiencies

When you join the College of Political Science at 3rd level, you gain proficiency in Performance and Deception. If you are already proficient in either of those skills, choose another skill proficiency for each proficiency you already have.

Innate Leadership

At 3rd level, you can spend 1 minute inspiring your companions with an inspiring speech. When you do so, choose up to five friendly creatures within 30 feet of you who can hear and understand you. Each creature gains temporary hit point equal to your Charisma modifier (minimum of 1).

The number of temporary hit points increases when you reach certain levels in this class, increasing to twice your Charisma modifier at 5th level, three times your Charisma modifier at 10th level, and four times your Charisma modifier at 15th level.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Manipulate Soundbyte

Beginning at 3rd level, you are a master of twisting another creature’s words. As an action, you can repeat a sentence a target had just spoken aloud and alter it for an audience of creatures that can hear and understand you. You can only add, delete, or replace a single word in the sentence.

When you use this feature, make a Deception (Charisma) check contested by the target’s Persuasion (Charisma) check. If you succeed, the audience believes your target had spoken your altered sentence. If you fail, you automatically fail Charisma checks made to interact with the audience for the next 10 minutes.

Social Network

At 6th level, you easily build connections with others. As an action, you can expend one use of your Bardic Inspiration to charm creatures of your choice within 10 feet of you. Each creature must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for an hour or until you or your companions do anything harmful to it. A creature charmed this way regards you as a friendly acquaintance.

Irresistible Influence

At 14th level, your personality spreads uncontrollably between creatures. When a creature becomes charmed by a spell that you cast, you can cause the spell to target an additional creature within 15 feet of the previous creature, regardless of the spell’s range. Each time an additional creature is successfully charmed, you can continue targeting new creatures this way. Each target still has to meet the spell’s requirements.

Once you use this feature, you can’t use it again until you finish a short or long rest.


Art Credit: Rixt Heerschop


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