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== College of Mercantilism == | == College of Mercantilism == | ||
Bards of the College of Mercantilism are well versed in the artistry of cutting deals and enemies alike in order to come out ahead. Talented merchants, smugglers, and trademen alike all learn from this college in some form or another, using both silvered words and sharp cunning to inspire their allies and subvert the competition. These calculated risk-takers travel the world to make their mark-and their fortune—by navigating treacherous landscapes, economies, and people. With even just a copper to their name, these bards are always worth their weight in gold. | Bards of the College of Mercantilism are well versed in the artistry of cutting deals and enemies alike in order to come out ahead. Talented merchants, smugglers, and trademen alike all learn from this college in some form or another, using both silvered words and sharp cunning to inspire their allies and subvert the competition. These calculated risk-takers travel the world to make their mark-and their fortune—by navigating treacherous landscapes, economies, and people. With even just a copper to their name, these bards are always worth their weight in gold. | ||
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==== Coin Flip ==== | ==== Coin Flip ==== | ||
''3rd Level College of Mercantilism feature''<br> | |||
When you expend a use of your Bardic Inspiration, you can choose to forgo rolling the die to roll a d2 instead, gaining effects as follows: | |||
*On a 1, you treat the Bardic Inspiration Die as if it rolled its minimum result. | |||
*On a 2, you treat the Bardic Inspiration Die as if it rolled its maximum result. | |||
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==== Magic Coin ==== | ==== Magic Coin ==== | ||
''3rd Level College of Mercantilism feature''<br> | |||
In addition, you can use an | You know that coins can be just as powerful as the most enthralling rhetoric. Whereas other bards may use words and song as their means for conjuring spells, you instead use a simple coin. You can use any coin worth at least 1CP as a Spellcasting Focus for your Bard Spells.<br> | ||
In addition, you can use an Action to magically fling a coin from your hand at a creature within 60ft of you. Make a ranged spell attack with the coin, using your Charisma mod- ifier for the attack roll. On a hit, the target takes 1 Bludgeoning Damage and 1d12 Thunder Damage. Immediately after the Attack, the coin returns to your hand. If you score a Critical Hit on the Attack, a platinum coin worth 1PP appears where you store you money.<br> | |||
This attack's Thunder Damage increases by 1d12 when you reach 6th Level (2d12) and 14th Level (3d12). | |||
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==== Expert Financer ==== | ==== Expert Financer ==== | ||
''3rd Level College of Mercantilism feature''<br> | |||
You gain a knack at making money, seemingly causing it to appear out of thin air. You can use an Action to expend a use of your Bardic Inspiration, gaining a number of GP equal to the number rolled. | |||
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==== Money Talks ==== | ==== Money Talks ==== | ||
''6th Level College of Mercantilism feature''<br> | |||
Alternatively, you can use an | You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane CP, SP, GP, or PP that you’re holding as an Action. A creature holding the coin that knows at least one Language can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br> | ||
The coin remains enchanted for 10 minutes or until you end the | Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are Deafened and Blinded.<br> | ||
The coin remains enchanted for 10 minutes or until you end the enchantment early as a Free Action. You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest. | |||
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==== Shrewd Consumer ==== | ==== Shrewd Consumer ==== | ||
''14th Level College of Mercantilism feature''<br> | |||
Whenever you cast a Spell that consumes a Material Component, you drink a Potion, or you use a Spell Scroll, roll a d2 with effects as follows: | |||
*There is no effect | |||
*The Material Component, Potion, or Spell Scroll is not consumed. | |||
In addition, you gain a second Free Object Interaction. | |||
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== College of Mysteries == | == College of Mysteries == |