College of Pantomime (5e Subclass)
From D&D Wiki
College of Pantomime[edit]
Bard Subclass
While most bards count on their tongues to communicate their intentions and art through song and speech, the College of Pantomime dedicate themselves to interaction through pure gestures and prop comedy. To this end, the mimes ritually extract their own tongues to unlock the greater magical conjurations to invisible aid their silent acts. By doing so, they become the masters of clowns, even if it costs them their ability to laugh with their white-painted faces.
- Bonus Proficiencies
Starting at 3rd level, you have proficiency with the Acrobatics skill, the Disguise Kit tool set, and Common sign language. If you are already proficient with any of these, you can read and write one language of your choice instead.
- Best Left Unspoken
Starting at 3rd level, your dedication to being a mime renders you incapable of physical speech, but makes charades much easier. You can no longer verbally speak, but you can communicate using gestures and pantomime. You can use your action to make a Charisma (Performance) check. You silently communicate any message composed of a number of words equal to or less than the result of the ability check to any creature(s) that can see you (minimum of 1). Creatures understand the message regardless of language. You can also use your bonus action or reaction to communicate using this feature, but make the Charisma (Performance) check with disadvantage while doing so. If trying to deceive, intimidate, persuade, or otherwise influence the message’s recipient(s), you will need roll a separate ability check of the appropriate skill. You cannot use this feature while grappled or restrained.
Additionally, all verbal components for your cantrips and spells become somatic components. All spells and Song of Rest affect creatures that can see instead of hear you if they have a hearing requirement. You also have advantage on Dexterity (Stealth) checks that rely on moving silently and resistance to thunder damage.
- Imaginary Props
Starting at 3rd level, you can magic invisible props into existence or hide material ones from curious eyes. All conjuration cantrips and spells are added to your Bard spell list and you learn a number of Bard cantrips equal to your Charisma modifier.
Whenever you cast a conjuration cantrip or spell, you can make anything conjured invisible, unless it is a creature with statistics, such those conjured by find familiar or summon draconic spirit, and change all damage it deals to force. Additionally, you can use your action to turn any small or smaller inanimate object you are holding invisible. This invisibility ends when you let go of the object or you end it with a bonus action.
Creatures that cannot see invisible objects have disadvantage on the first Strength or Dexterity saving throw they make against an invisible conjuration cantrip or spell. You have advantage when attacking with invisible conjuration cantrips and spells unless the target can see invisible objects. You have advantage on you first attack against a creature with an invisible weapon unless the target can see invisible objects. invisible conjuration cantrips, spells, and objects shed no light and cannot obscure, but can provide cover.
- Seer of the Unseen
Starting at 3rd level, you learn the see invisibility spell and can cast it without a material component. This spell counts as a bard spell for you, but doesn’t count against the number of bard spells you know. Charisma is your spellcasting ability. You can cast see invisibility on yourself without a spell slot. When cast this way, the spell’s duration increases to 24 hours.
- Shell of Silence
Starting at 6th level, you can summon up invisible barriers to protect yourself from harm, though take care not to get trapped inside them. You learn the shield and otiluke's resilient sphere spells. These spells count as bard spells for you, but they don’t count against the number of bard spells you prepare. They also are both invisible when you cast them. Creatures that cannot see invisible objects have disadvantage on otiluke's resilient sphere’s Dexterity saving throw.
You can cast shield a number of times equal to your Charisma modifier and otiluke's resilient sphere once without a spell slot or material components. Charisma is your spellcasting ability. You regain all uses of this feature when you complete a long rest. You also gain immunity to thunder damage.
- Quiet Construction Zone
Starting at 14th level, you learned to construct ever greater structures for you to mime upon. You learn the wall of force spell and can cast it without a material component. This spell counts as a bard spell for you, but doesn’t count against the number of bard spells you know. Charisma is your spellcasting ability. When you cast wall of force, you can shape it into an invisible, inanimate, large or smaller object you have seen instead of conjuring a hemisphere, sphere, or panels. The object appears in unoccupied space(s) and deals force damage. Only you can move the weightless object.
When you cast wall of force using a spell slot of 7th level, you can increase the hemisphere or sphere’s radius to 15 feet, increase its number of 10-foot-by-10-foot panels by 5, or shape it into a huge or smaller object. When you cast wall of force using a spell slot of 9th level, you can increase the hemisphere or sphere’s radius to 20 feet, increase its number of 10-foot-by-10-foot panels by 10, or shape it into a gargantuan or smaller object no larger than a 20-foot-by-20-foot-by-20-foot cube.
You lose immunity to thunder damage. Whenever you take thunder damage, you gain temporary hit points equal to half the thunder damage that you would have taken instead of taking damage.
Back to Main Page → 5e Homebrew → Character Options → Subclasses