Not all bards are connoisseurs of stories. There are a handful use their abilities for a much more nefarious purpose: deceiving the foolish individuals that inhabit the lands in order to gain fame, glory, or great wealth.
When you join the College of the Mountebank at 3rd level, you gain proficiency with disguise kits, forgery kits, and one gaming set of your choice.
Also at 3rd level, you learn enhance your carefully woven deceptions with just the right word or phrase. When making an ability check to deceive or persuade a character, you may spend a bonus action to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to your roll. You can choose to use this feature after you make your roll, but before the DM determines whether the ability check succeeds or fails.
At 6th level, you develop a mystical knack for disguising yourself, allowing you to assume a variety of unique masks to enhance your deceptive acts. As an action, you can magically change your appearance. You decide what you look like, such as your height, weight, distinctive features, etc. However, you cannot change your size and your statistics remain the same.
This change lasts 1 hour or until you use this ability again. You revert to your true form if you are knocked unconscious or killed. You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all uses of this ability after you finish a long rest.
Starting at 14th level, you can empower your spells to make them harder to resist. When a creature within 60 feet of you makes a saving throw against an enchantment or illusion spell you've cast, you can use your reaction to expend a 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 ability check succeeds or fails.