Base Class: Bard
You have study the ancient forbbinon lore of that most bards stay away from. But you either due to curiosity or a drive to learn dark magic have study these tomes and have learnt their dark magics.
Knowledge of the Dark Ones
When you join the College of Ancient Secrets, you gain access to the Warlock spell list and learn two Eldritch Invocations. You can only learn the basic Eldritch Invocations and you learn an additional one at level 6th and 14th level. You can switch them out whenever you gain a level in Bard.
Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
You can cast levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
You can cast compulsion at will.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
You can cast confusion at will.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Spear
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Grasp of Hadar
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
You can cast alter self at will, without expending a spell slot.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Repelling Blast
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Shroud of Shadow
You can cast invisibility at will, without expending a spell slot.
Thief of Five Fates
You can cast bane at will.
Visions of Distant Realms
You can cast arcane eye at will, without expending a spell slot.
Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.
Curse of the Dark Ones
Also at 6th level, you learn the ancient curses of the Dark Ones. As a bonus action, you can curse a creature you can see within 60 ft. Expend one use of Bardic Inspiration and choice one ability score, the target must make a constitution saving throw, against your spell saving DC. If they fail, for one minute or until you lose concentration, as if you are focusing on a spell, the creature must roll your Bardic Inspiration dice and subtract it from all rolls with your chosen ability score.
Gift of the Dark Ones
At 14th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. You can also can cast these new spells once pre long rest without using a spell slot.
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