College of Courtship

Live in high society is affected by intrigues and treachery. But some ambitions can‘t be achieved by blackmail, bribery or murder. So the game of procuration and seduction plays an important role in the policies of power.

Young nobles learn the basics of this game as part of their courtly eduction, but only a chosen few are taught the secrets of courtship as they are provided by the inscrutable College of Courtship.

Some call the members courtesans or gigolos, some insult them as whores and hustlers, but those who really know their talents and abilities admire them as masters of the art of allurement.

In hedonistic religions the college could be an especially dedicated Circle of Pleasure worshiping gods like Lliira, Loviatar and Sune in the Forgotten Realms or Olidammara, Myhriss and Chaav in the world of Greyhawk.

In lower class society the college could be a Sisterhood of Harlots, which provides its knowledge and protection only to those who follow its bidding.

Bonus Proficiencies

When you join the College of Courtship at 3rd level, you gain proficiency with Persuasion and Deception. Choose one of those two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Center of Attention

Also at 3rd level, you learn how to use your attractiveness and alluring gestures to distract foes. When a creature within 60 feet that can see you makes a Wisdom or Intelligence save, a Charisma check, or a check to maintain concentration, 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 DM 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 see you or if it’s immune to being charmed.

Trailblazer

Starting at 9th level, you ignore difficult terrain, and difficult terrain doesn’t slow your group’s travel. You also remain alert to danger even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking).

Additionally, while tracking favored enemies, you also learn their exact number, their sizes, and how long ago they passed through the area.

Captivating Suppleness

At 6th level, you learn a special maneuver to fascinate creatures with your fluid moves. As a bonus action you can stun (see the condition) a creature until the beginning of your next turn or until it takes damage. To do so, you have to move at least 10 feet within the targeted creatures reach and it has to fail a Wisdom saving throw against your Spell save DC.

The creature is immune if it can’t see you or if it’s immune to being charmed.

Revealing the Secrets

Starting at 14th level, you understand the psychology and hidden longings of other creatures, making it hard for them to trick you. You can cast detect thoughts with a 1st-level slot without the need to concentrate. An affected creature can‘t hide from you and can‘t use an opportunity attack against you.

Additionally you can use your reaction to warn an ally and force a disadvantage upon the affected creature if it is attacking while hidden or takes an opportunity attack.