Bard
Base Class: Bard

Be as boring or unappealing as possible to drain your opponents of their energy. 

Boring Speech

3rd-level College of Energy Vampirism feature

Your spell save DC is now equal to 12 + your proficiency bonus - your Charisma modifier. Your spell attack bonus is now equal to your proficiency bonus - your Charisma modifier. Additionally, whenever you gain an ability score improvement, you may choose to subtract that many points from your Charisma score, down to a minimum of 6. Finally, the number of bardic inspiration dice you have is equal to your proficiency bonus - your Charisma modifier. 

Drain Energy

3rd-level College of Energy Vampirism feature

You can spin words laced with magic that unsettle a creature and drain it of it’s energy. As an action, you can force a creature of your choice within 30 feet of you that can hear you to make a Wisdom saving throw (the DC is equal to your spell save DC). If that creature fails the saving throw, they take psychic damage equal to a roll of your bardic inspiration die, and you regain 1 bardic inspiration die (you can not have more than your maximum of bardic inspiration dice). If a creature succeeds on this saving throw, they are immune to this effect for 24 hours. 

Energy Expenditure

6th-level College of Energy Vampirism feature

You can now expend the energy you absorbed to gain additional benefits, listed below. To activate one of the following abilities, you must use an action or bonus action and expend a use of your bardic inspiration. Each effect lasts for 1 minute. You may have multiple effects ongoing at the same time. 

- You gain advantage on Strength checks and saving throws. Your Strength score becomes 20 - your Charisma modifier. Your unarmed strikes now deal damage equal to a roll of your bardic inspiration dice + your strength modifier. 

- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical, nonsilvered weapons. 

-  Your movement speed increases by 10 feet. 

Greater Energy Expenditure

14th-level College of Energy Vampirism feature

When you use your energy expenditure feature, you may choose to instead expend 2 uses of your bardic inspiration to gain one of the following effects. Additionally, the duration of each effect increases to 10 minutes. 

- You gain resistance to psychic, poison, fire, cold, thunder, necrotic, lightning, and acid damage. You also have advantage on any saving throw to resist a magical effect. 

- You gain a flying speed equal to your movement speed. 

- You can use your action to send out a blast of psychic energy. Each large or smaller creature and object of your choice within 30 feet of you must make a strength saving throw or take 6d8 force damage and be thrown 30 feet in a direction of your choice. On a success, they take half as much damage and aren’t thrown. 

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