Bard
Base Class: Bard

Most Bards recognize that sustained, transcendent performances often require binding themselves, for better and worse, to a powerful patron that can provide them with the resources to rock any venue and battlefield they step into. While most bards are content with aligning themselves with patrons wealthy in affluence and influence, COPA Bards willfully seek out arcane patrons to augment their talents into a virtuoso tour de force.

These powerful patrons often hail from legend (Archfey), the Upper Planes (Celestials), or the Lower Plains (Fiends) that often have their own reasons for offering their services. They are just as quick to confer gifts to their avatars as they are to inflict damage on them. COPA Bards reason the risk is well worth the reward: short-term suffering for their art yields greater rewards in the future.

Due to this unique patronage, COPA Bards are  colloquially known as “Bardlocks,” as they share similar trajectories with their Warlock compatriots. The key differentiator, however, is the magic accumulated by Bardlocks is a force multiplier for the songs, sonnets, and shows Bards are famous for. Knowledge is power, and power fuels performances. Otherworldly patronage, to the COPA Bard, is a means to an end; which is fitting, as their patrons would say the same toward their charges.

 

Precarious Patronage

Sometimes, the difference between a rock star and a one-hit wonder is who guides your path: The Patron. When you join COPA at the 3rd level, you commit to one of three patrons to help (or hinder) you on your path to stardom: an Archfey, a Celestial, or a Fiend.

Once selected, Your patron seals the bond with a boon.  This boon is fueled by your Bardic Inspiration and its effect depends on your patron. Spent uses of Bardic Inspiration are refreshed after you finish a short or long rest.

The Archfey’s Bard

Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey against your Bardic Inspiration pool. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your Bard spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Regardless of patronage, spent uses of Bardic Inspiration are refreshed after you finish a short or long rest.

The Celestial’s Bard

You gain the ability to channel celestial energy to heal wounds against your Bardic Inspiration pool. As a bonus action, you can heal one creature you can see within 60 feet of you. The number of hit points bestowed equals your Bardic Inspiration roll plus your Charisma modifier.

Regardless of patronage, spent uses of Bardic Inspiration are refreshed after you finish a short or long rest.

The Fiend’s Bard

You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw against your Bardic Inspiration pool, you can add your Bardic Inspiration die roll to your roll. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Regardless of patronage, spent uses of Bardic Inspiration are refreshed after you finish a short or long rest.

Special Setlist

Also, at every 3rd level, your patron makes Warlock spells available to learn. The Warlock spells you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Warlock spells count as Bard spells for you and count against the number of Bard spells you know. You can use a musical instrument as a spellcasting focus for these Warlock spells.

 

Fate-teen

Special Setlist: level 18 Patron boon.

Fete-teen

Special Setlist: level 15 Patron boon.

Nine Piece Feat

Special Setlist: level 9 Patron boon.

Patron’s Dozen

Special Setlist: level 12 Patron boon.

Six String Swing

Special Setlist: level 6 Patron boon.

Three Chord Award

Special Setlist: level 3 Patron boon.

Breaking Bard

Truly inspiring performances often come at a cost. Starting at level 6, you can provide 2 party members with Bardic Inspiration, at the expense of one slot. To do so, you use a bonus action on your turn to choose two creatures other than yourself within 60 feet of you who can hear you. These creatures each gain one Bardic Inspiration die, at the expense of the bard taking 1d10 psychic damage.

Once within the next 10 minutes, these creatures can roll their die, double the number, and add the result to one ability check, attack roll, or saving throw it makes. The creatures can wait until after they roll the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. These creatures can have only one Bardic Inspiration die at a time.

This feature can be used as many times as the bard has free Bardic Inspiration slots. Spent slots refresh after a short rest.

Exclusive Engagement

Starting at 14th level, you become the instrument your patron uses for an epic performance. Whether it’s an immersive experience through a hellish landscape for an enemy or a life-saving encore for a party member, your patron sponsors and delivers an event that is destined to reverberate through the zeitgeist.

Regardless of patronage, once the performance ends, you will remained stunned for one turn. This feature regenerates after a long rest.

The Archfey’s Affair

Dark Delirium: You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You remain stunned for one turn.

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

The Celestial’s Concert

Searing Vengeance: You or a party member can resist death. When you or a party member have to make a death saving throw at the start of their turn, they can instead spring back to their feet with a burst of radiant energy. They regain hit points equal to half their hit point maximum, and then stand up if they so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn. You remain stunned for one turn.

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

The Fiend’s Fete

Hurl Through Hell: When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. You remain stunned for one turn.

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

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