Bard
Base Class: Bard

Ever had a strong sensation that just calms you down? These are created by verbal or visual stimuli that causes creatures to relax. Bards from this college learn from this concept and meld it into their spellweaving. They can even bring a fully grown dragon to sleep.


ASMR bards are soft-spoken in action but this brings volumes in the way they effect the battlefield. Bringing in tools or materials that they can use for spellcasting, anything can be an arcane focus if they try hard enough.

Calming Rest

You gain the ability to heal your allies through your performances

You gain proficiency with the Charisma (Performance) skill; if you are already proficient with the skill, you double your proficiency bonus when you make the ability check.

Additionally, your Song of Rest feature improves. If you and any friendly creatures finishes a short rest and spends at least one Hit Dice to regain hit points, each of those creatures regains additionally healing equal to 1d6 + your proficiency bonus.

The additional healing increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Sensational Inspiration

You gain the ability to make your enemies less aware of their surroundings.

As a bonus action, you can expend one use of your Bardic Inspiration to make a calming sound or a soothing gesture. When you do so, choose up to a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of you. The chosen creatures must be able to see or hear you. Each of them cannot take reactions and must make a Wisdom saving throw against your spell save DC or become unconcious until the end of their next turn.

Undead and creatures immune to being charmed aren’t affected by this feature.

This feature ends early for a target if the target creature takes damage, or someone uses an action to shake or slap the target creature to conciousness.

Improved Countercharm

Your studies in the College of ASMR has improved your Countercharm feature.

Instead of an action to give you and any friendly creatures within 30 feet of you advantage on saving throws against being frightened or charmed until the end of your next turn, you can pacify yourself or a friendly creature. If you or a friendly creature within 30 feet of you fail a saving throw against being frightened or charmed, you can use your reaction to reroll the saving throw, potentially turning the failure into a success. A creature must be able to hear you to gain this benefit.

Manipulator of Components

You gained the ability to use components to your advantage.

When you cast a spell, you can pick one spell component from the spell to use as a musical instrument unless the component has a cost or cannot produce sound.

ASMR-tist

You're an expert at creating a safe and relaxing space.

As an action, in a 30-foot cube in front of you, you can immediately end one condition of your choice currently affecting a friendly creature. You and creatures of your choice inside the cube also gain temporary hit points equal to your bard level + Charisma modifier + your proficiency bonus.

Additionally, creatures who have these temporary hit points are immune to the condition you ended.

Once you use this feature, you can’t use it again until you finish a long rest.

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