My Documents
Become a Patron!
College of Mirages
\pagebreak ###
College of Mirages
Members of the college of mirages are experts in the fine art of tricking. No game they play will be fair, no gift will be real, and no promise will be kept. Most of these bards like to operate in the streets, where they can attract a big number of clients. They will dazzle, frazzle, impress and confuse them to get their revenue, and they will be ready to depart as soon as things get tense. Their most essential tools are their illusions. From great spectacles to small trinkets, adherents of the college of mirages will create their image of victory and make it a reality. ####
Street performer
*3rd-level College of Mirages feature* From magic tricks to bets, with different games in between, you've done it all, and cheated in most. You learn the *minor illusion* cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. Additionally, you gain advantage in Charisma (Deception) and Dexterity (Sleight of hand) checks whenever you are using a gaming set. ####
Mirage Repertoire
*3rd-level College of Mirages feature* You've developed a series of personal tricks that can get you out of an otherwise sticky situation. As a bonus action, you can use your bardic inspiration to create a mirage. Choose a point you can see within 40 feet to manifest one of the following effects: * **Dazzling Fire:** Creatures in a 5 feet radius must make an Intelligence saving throw. On a failure, they take psychic damage equal to a roll of your bardic inspiration die. Creatures that fail this saving throw are also blinded beyond a 10 feet radius until the end of their next turn. * **Surprise hole:** Creatures in the target location must make an Intelligence saving throw. On a failure, they're convinced that there was a hole there the whole time. They're knocked prone, and if the creature fails the check by 6 or more, they are paralyzed until the beginning of their next turn. * **Creative Distraction:** You cast *minor illusion* without any components at the target location. ####
Impresionist
*6th-level College of Mirages feature* Sometimes the best way to avoid problems for yourself is to be another person. Whenever you cast a spell that changes the appearance of a creature, such as *disguise self*, you can also alter their voice and speech pattern, and you can make their voice mimic that of another person you've already heard.
College of mirages | Bard Subclass
\pagebreak ####
Vanishing trick
*6th-level College of mirages feature* As an action, you begin to perform one of your greatest tricks, one that let's you bend space to your whims. For one minute, you can spend your movement to try to change places with a creature you can see within 30 feet of you. This effect fails if you or the creature can't fit in their new location. If the creature is unwilling, it must make a Charisma saving throw. On a success, the effect fails. If you are grappled and change places with a creature, that creature will be grappled, and you will no longer be. Likewise, if the creature you are exchanging places with is grappled, that creature will not be grappled, but you will be. Once you use this feature, you can't use it again until you finish a short or a long rest.
##### Art Credits The first artwork is done by Mark Molnar, the second piece is by KatePo
College of mirages | Bard Subclass
\columnbreak ####
Master tricks
*14-th-level College of Mirages feature* You have designed variations of your mirages which you now consider your greatest tricks. Whenever you use your mirage repertoire, you can enhance them, increasing their power as per the following descriptions: * **Ignis fatuus:** Dazzling fire now deals damage equal to two rolls of your bardic inspiration die. Additionally, creatures who fail this saving throw are blinded. * **Double trouble:** You prepare a fail-save for those trying to avoid your Surprise hole. A second, real hole will appear underneath creatures who succeed on the saving throw against Surprise hole. Those creatures must succeed on a Dexterity saving throw with disadvantage or fall into it. The hole leads to a pocket dimension (known only as "the backstage"), it will be 30 feet deep and its width will accommodate the falling creature. Creatures can try to climb it as if it were a stone wall. * **Greater Illusion:** You can cast *silent image* without spending a spell slot nor any components when using Creative distraction, when used that way it does not require concentration, but its duration is reduced to 1 minute. You can enhance you mirages a number of times equal to your Charisma modifier, and regain all spent uses after a long rest.
\pagebreak ### Changelog #### 1.0->1.1 * Double trouble now specifies that the second hole leads to a pocket dimension, to help in situations where the target surface is the sky or it's not 30 feet deep. * Greater Illusion now lets Silent Image to be casted without concentration, giving more versatility to