Troubadour

SubclassValdaSpire24Extras2014Gunslinger

Subclass features

Troubadour

Level 3

Cross-Compatible Subclass: This subclass originates from the Vagabond class

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Inspire Your Allies Wherever You Travel

A lyre, a flute, or perhaps a set of bagpipes at their side, a Troubadour sets out on the open road, playing music wherever they go. While Troubadours often travel in musical troupes, they might also ply their trade alone, wandering between taverns and street corners in search of an audience, coin, and perhaps fame.

Folk Musician

You have an instrument at your side and a tune in your heart, granting you the following benefits.

Performer

You gain proficiency and Expertise in the Performance skill and you gain proficiency with two Musical Instruments of your choice.

Pantomime

You know enough smatterings of languages that you can communicate simple ideas to any creature that understands at least one language. Doing so takes twice as long as communicating normally.

Inspiring Tune [Maneuver]

You can take a Bonus Action to inspire another creature within 60 feet of yourself who can see or hear you. Give that creature one of your unexpended Battle Dice. A creature can have only one Battle Die from this maneuver at a time.

Once within the next minute when the creature fails a D20 Test, the creature can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it's rolled.

Fast Friends

Level 6

You can take the Influence action to attempt to befriend a creature you can see within 30 feet of yourself that can hear or see you. The creature must succeed on a Wisdom saving throw (DC 8 plus Charisma modifier and your Proficiency Bonus) or have the Charmed condition for 1 minute or until it takes damage. While it has the Charmed condition, it is friendly to you and your allies.

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Scathing Retort

Level 10

When a creature you can see within 60 feet of yourself misses you with an attack roll or forces you to make a saving throw and you succeed, you can take a Reaction to insult the creature. The target takes Psychic damage equal to 1d10 plus half your Vagabond level (round down).

Marvelous Troupe

Level 14

When you use your Inspiring Tune maneuver, you can target a number of allies up to your Charisma modifier. Each chosen ally gains a Battle Die.

Raw data
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  "name": "Troubadour",
  "__prop": "subclass",
  "source": "ValdaSpire24Extras",
  "className": "Gunslinger",
  "shortName": "Troubadour",
  "classSource": "ValdaGunslinger",
  "subclassFeatures": [
    [
      {
        "name": "Troubadour",
        "type": "entries",
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        "__prop": "subclassFeature",
        "source": "ValdaSpire24Extras",
        "entries": [
          {
            "type": "entries",
            "style": "text-center",
            "entries": [
              "{@color {@style Cross-Compatible Subclass: This subclass originates from the {@color {@class Vagabond|ValdaSpire24Extras}|63A7A0} class|small-caps; large; bold}|e40707}",
              "{@color {@style Note that cross-compatible subclasses might be stronger or weaker than other subclasses.|small-caps; large; bold}|e40707}",
              "{@color {@style The GM decides if a subclass should be cross-compatible in your campaign.|small-caps; large; bold}|e40707}"
            ]
          },
          "{@i Inspire Your Allies Wherever You Travel}",
          "A lyre, a flute, or perhaps a set of bagpipes at their side, a Troubadour sets out on the open road, playing music wherever they go. While Troubadours often travel in musical troupes, they might also ply their trade alone, wandering between taverns and street corners in search of an audience, coin, and perhaps fame.",
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            "entries": [
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              {
                "name": "Performer",
                "type": "entries",
                "entries": [
                  "You gain proficiency and {@variantrule Expertise|XPHB} in the {@skill Performance|XPHB} skill and you gain proficiency with two {@item Musical Instrument|XPHB|Musical Instruments} of your choice."
                ]
              },
              {
                "name": "Pantomime",
                "type": "entries",
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                  "You know enough smatterings of languages that you can communicate simple ideas to any creature that understands at least one language. Doing so takes twice as long as communicating normally."
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            "subclassShortName": "Troubadour",
            "toolProficiencies": [
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              }
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          },
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              "Once within the next minute when the creature fails a {@variantrule D20 Test|XPHB}, the creature can roll the Battle Die and add the number rolled to the {@dice d20}, potentially turning the failure into a success. A Battle Die is expended when it's rolled."
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        "subclassSource": "ValdaSpire24Extras",
        "subclassShortName": "Troubadour"
      }
    ],
    [
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              "You can take the {@action Influence|XPHB} action to attempt to befriend a creature you can see within 30 feet of yourself that can hear or see you. The creature must succeed on a Wisdom saving throw (DC 8 plus Charisma modifier and your {@variantrule Proficiency|XPHB|Proficiency Bonus}) or have the {@condition Charmed|XPHB} condition for 1 minute or until it takes damage. While it has the {@condition Charmed|XPHB} condition, it is friendly to you and your allies.",
              "Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend one Battle Die (no action required) to restore your use of it."
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            "entries": [
              "When a creature you can see within 60 feet of yourself misses you with an attack roll or forces you to make a saving throw and you succeed, you can take a {@variantrule Reaction|XPHB} to insult the creature. The target takes Psychic damage equal to {@dice 1d10} plus half your Vagabond level (round down)."
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          }
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        "subclassShortName": "Troubadour"
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        "subclassShortName": "Troubadour"
      }
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  ]
}