Base Class: Bard
Bards of the College of Quelling are trained in the defense against magic, using their gifts to disrupt the flow of magic. Since the shattering force of the great expansion, rogue nature spirits rage across the land to spread the chaos once contained by Belea. The arcane inquisition scrambled to find a counter to the rampaging spirits which empowered random individuals across Vyr. The solution came in the form of quelling, a technique used to calm down spirits and leave their wielders without power, this technique also interrupts a casters ability to think correctly and thus makes it an effective method against all casters.
These bards have been trained in special programs that have been implemented across Vyr, quelling is a much sought after skill and can be very profitable for those interested in making much coin. But often enough the prospects of being able to protect against maddened druids is enough to draw the attention of good hearted scholars.
Scholars Mind
When you join the College of Quelling at 3rd level, your intellectual mastery bolsters your ability to cast, you may choose intelligence as your spellcasting stat for this class rather than charisma. You must choose when you get this ability and can not change your spellcasting stat afterwards.
Calming Words
Also at 3rd level, you learn how to calm the mind of a creature causing it to lose concentration on a spell. If a creature that you can see within 60 feet of you is concentrating on a spell, you can use your bonus action to expend one of your uses of Bardic Inspiration to force a creature that is concentrating on a spell to make a concentration check, the DC being 8+ 1 roll of your inspiration dice. The creature is immune if it can’t hear you.
Disruptive Tune
At 6th level, you learn to interrupt a casters ability to even produce a spell, expending a use of your bardic inspiration you can replicate the effects of a third level counterspell, this does not count as the spell or magical effect.
Disruptive aura
Starting at 14th level your skills in quelling can destabilize magic as it draws near you, you and friendly creatures within 10 feet of you have advantage against saving throws against spells and resistance to damage from spells.
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