Bard
Base Class: Bard

"A father's responsibility is not to make the child's decisions, but to let the child watch him make his." - Dr. Edwin Louis Cole

A Father guides, guards, and governs his family to the very best of his ability. He does not allow personal shortcomings to come between him and what must be done. No matter what the situation requires, he is there to take it on. 

Because I Said So

3rd-level College of Fatherhood feature

"By the time a man realizes that maybe his father was right, he usually has a 'kid' who thinks he's wrong." - Charles Wadsworth

At 3rd level you learn the Command spell, which doesn't count against the number of bard spells you know.

No, Your Other Right

3rd-level College of Fatherhood feature

"I would define a leader as a person who puts the welfare of the group above himself. It's the same thing with fathers." - Etan Thomas

Also at 3rd level, you can use the Help action as a bonus action.

Additionally, when a creature within 60 ft that can see or hear you fails an ability check using a skill in which you are proficient, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the creature's roll.

As part of this reaction, you are encouraged to tell the other player, in a condescending tone, what they are doing wrong.

Dad, I'm Scared...

3rd-level College of Fatherhood feature

"My daddy always said being brave wasn't not being scared. Being brave was keeping going when you were." - Susan Crandall

At 3rd level you understand that when those under your care get frightened, you can't afford to be. Whether it is checking what made a noise in the middle of the night or looking for monsters under beds, you have an innate ability to suppress your own fear when you are needed.

Whenever an ally or creature you are friendly with is subjected to any affect that makes it frightened, you can use your reaction to expend a use of your Bardic Inspiration die to make yourself immune to that effect for 24 hours, even if you also would have been frightened by the same affect. This works even if you are not subjected to the same effect. For example, if a dragon uses its Frightful Presence but does not target you and instead targets an ally who becomes frightened, you may still use this feature to become immune to that dragon's Frightful Presence for 24 hours.

Dad Jokes

6th-level College of Fatherhood feature

"Why don't eggs tell jokes? They'd crack each other up."

At 6th level your jokes are so infectious they can spread to someone else. You learn the Hideous Laughter spell if you don't already know it, which doesn't count against the number of bard spells you know. If a target fails its saving throw you can target an additional creature within 30 ft of the target. You can continue to select targets until one is successful on the saving throw.

Dad, How Do I?

6th-level College of Fatherhood feature

"When I was a boy of 14, my father was so ignorant, I could hardly stand to have the old man around. But when I got to be 21, I was astonished at how much the old man had learned in seven years." - Mark Twain

If you managed to make it to 6th level people start to realize you may actually know what you're talking about. You can conduct an hour-long training session in a skill you know/are proficient in (which counts as light activity and can be done over a short or long rest). You can conduct this session with a number of willing creatures equal to your proficiency bonus. At the end of the session, the creatures temporarily learn the skill (become proficient in it). If the creature already knows the skill, they temporarily gain expertise. Once you perform the session, you can't do so again until you start another rest, and the creatures know the chosen skill until you take a long rest.

Go To Time Out

14th-level College of Fatherhood feature

"Go To Time Out." - every dad

At 14th level, your stern rebukes can humble the most powerful of creatures.

As an action, you magically issue a stern rebuke to a creature of your choice within 90 ft. The creature must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a failure the creature must use its action to move to a spot of your choice within 30 ft. The creature moves toward this spot by the shortest, safest, and most direct route possible. Once the creature reaches the spot it is paralyzed for up to 1 minute. The creature can make another Wisdom saving throw at the end of each of its turns. On a success, the effect ends for the creature.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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