Base Class: Bard
Lights, Camera, Action!
When you join the College of Idols at 3rd level, you can improvise a show at the drop of a hat. As a bonus action you can expend one use of your Bardic Inspiration to activate one of the features below:
- You gain a +10 bonus to your next Charisma (Performance) check.
- You cast a cantrip that you know.
Popular Performance
Starting at 3rd level, you master a style of performance that's completely original to you, providing a one-of-a-kind experience for viewers to remember.
If you perform for at least 10 minutes, you can cast a magical charm affecting every creature that perceived your entire show, up to a number equal to your Charisma modifier (minimum of one).
You have advantage on all Charisma checks directed towards the creatures you charmed that aren't hostile toward you until the end of your next long rest. Charmed creatures can also accurately remember your name, personality, and face for an infinite duration.
Once you use this feature, you can't use it again until you finish a long rest.
Idol's Charm
Starting at 6th level, you master a spell capable of charming crowds. Choose one enchantment spell from any class. The spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spell counts as a bard spell for you and doesn't count against the number of bard spells you know.
You can cast this spell twice in the same turn, being able to concentrate on both spells at the same time. If an effect would cause you to lose concentration, both spells would end. Once you use this feature, you can't use it again until you finish a long rest.
Talent Show
Starting at 14th level, as an action every round you can showcase a moment peerless talent, bolstering your ally's resolve and encouraging them to give it their all.
Up to 10 friendly creatures (not including you) that you choose who can see and hear you in a 120 foot radius regain 1 hitpoint. If a target is already at full health, they instead gain advantage on their next ability check made before your next turn.
Your performance ends after 1 minute, until you are incapacitated, silenced, or if you voluntarily end it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Lights, Camera, Action!
When you join the College of Idols at 3rd level, you can improvise a show at the drop of a hat. As a bonus action you can expend one use of your Bardic Inspiration to activate one of the features below:
- You gain a +10 bonus to your next Charisma (Performance) check.
- You cast a cantrip that you know.
Popular Performance
Starting at 3rd level, you master a style of performance that's completely original to you, providing a one-of-a-kind experience for viewers to remember.
If you perform for at least 10 minutes, you can cast a magical charm affecting every creature that perceived your entire show, up to a number equal to your Charisma modifier (minimum of one).
You have advantage on all Charisma checks directed towards the creatures you charmed that aren't hostile toward you until the end of your next long rest. Charmed creatures can also accurately remember your name, personality, and face for an infinite duration.
Once you use this feature, you can't use it again until you finish a long rest.
Idol's Charm
Starting at 6th level, you master a spell capable of charming crowds. Choose one enchantment spell from any class. The spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spell counts as a bard spell for you and doesn't count against the number of bard spells you know.
You can cast this spell twice in the same turn, being able to concentrate on both spells at the same time. If an effect would cause you to lose concentration, both spells would end. Once you use this feature, you can't use it again until you finish a long rest.
Talent Show
Starting at 14th level, as an action every round you can showcase a moment peerless talent, bolstering your ally's resolve and encouraging them to give it their all.
Up to 10 friendly creatures (not including you) that you choose who can see and hear you in a 120 foot radius regain 1 hitpoint. If a target is already at full health, they instead gain advantage on their next ability check made before your next turn.
Your performance ends after 1 minute, until you are incapacitated, silenced, or if you voluntarily end it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
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