Bard College: College of Satire

In this campaign, there's another college available to bards: the College of Satire.

College of Satire
Bards of the College of Satire are trained in the art and history of rhetoric and debate, the history of tyranny, and the manipulation of public opinion. These bards believe in freedom of will and words & songs have the power to educate and inform the public. They specialize in subversive, underground messages targeted at the common man. They do not perform for lords and ladies but for the fishmongers at the wharf or the tinsmiths by the forges.

Bonus Proficiencies
When joining this college at 3rd level, bards gain proficiency with any three Charisma- or Intelligence-based skills.

Doubting Words
Also at 3rd level, the bard gains the ability to convince a minion to abandon his leadership. When within 60' of an enemy who is not the one in charge of its group of allies, a bard can use a Bardic Inspiration to force a morale check. The bard rolls an Inspiration die, this result is subtracted from the target creature's Morale check. The creature must be able to understand the bard's language. A failure indicates the creature retreats from the combat in a manner the DM finds appropriate. This can only be attempted once per creature per encounter.

Dissension
At 6th level, the bard gains the ability to cause dissension amongst the ranks. This is like Doubting Words above, but the bard can affect multiple creatures within 60'. The bard expends and rolls a Bardic Inspiration dice. Then, starting with the lowest-ranked creatures in the enemy forces' "pecking order", the DM will roll a morale check for one creature modified downward by that Inspiration result. If the creature's morale is broken, the DM will then roll for the next, continuing up that pecking order until a creature manages to hold its morale. No further checks are made from that point. All creatures who fail their check will either retreat, flee, or refuse to fight unless the bard's allies fight them first. This can only be attempted once per short rest.

Open Revolt
At 14th level, the bard can use Bardic Inspiration to convince an enemy within 60' to change sides. Like Doubting Words, that enemy, who must not be the leader of that group, must make a morale check, modified by the bard's Inspiration dice roll. If morale is broken, the enemy will switch sides and potentially fight on the party's side. The creature is NOT charmed or under the control of the party, but has their own motive (perhaps he or she wants to be leader, wants revenge for a petty slight, wants a share of the treasure, or simply wants out of a business arrangement). The creature still acts on their own free will and may actually turn on the party if the situation warrants it. This can only be attempted once per long rest.