Heckler

Vicious Mockery

Starting at 3rd level, you pair your attack and spells with insults or inane gestures intended to taunt and disorient your enemies. At the end of your turn, you can choose one creature that you dealt damage to during your turn, it must succeed on a Wisdom saving throw against your Spell save DC or have disadvantage on the next attack roll it makes before the end of its next turn.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you.

Countercharm

At 6th level, you gain the ability to use musical notes or colorful language to disrupt mind-influencing effects. As a bonus action , you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 60 feet of you become immune to being frightened or charmed. If a creature is already frightened or charmed, the effect is suppressed while the creature is within range of your countercharm. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Impertinence

At 10th level, when you deal psychic damage with a spell, attack, or ability you can add additional damage equal to a roll of your Bardic Inspiration die. In addition, when you deal damage to a creature that forces it to make a Constitution saving throw to maintain concentration, it makes the saving throw with disadvantage.

Heckler's Veto

At 14th level, your words can shake even the most powerful of creatures, and disrupt the most potent of spells. As a reaction, when you see a creature within 120 feet of you casts a spell that has verbal components, you can use words of power to cause the spell to fail and have no effect. When you use this feature, you must expend mana equal to twice the level of the spell you are attempting to prevent.

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