Base Class: Bard
The College of Mystique is the home of bards whose beauty and grace enhances their mastered crafts in otherworldly ways.
The bards of this college are regarded with absolute awe and bedazzlement. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
Otherworldy Beauty
At 3rd level, An irresistible mystique of an otherworldy caliber permeates from you, further accentuating your astonishing beauty.
Your appearance permanently gains an otherworldly aspect that makes you look more wondrous and lovely. It comes in the form of your choosing and grows to become more beautiful in a way of your choosing whenever you level up in this class. This otherworldy aspect grants you the following benefits:
Dazzling Mystique. Whenever you make a Charisma (Persuasion) or Charisma (Performance) check, you can treat a d20 roll of 9 or lower as a 10.
Superficial Flair. As a Bonus Action, you can accentuate your beauty by altering your appearance with illusory magic. When doing so, the alteration functions like an illusion created by the Disguise Self spell and must be within the parameters of that spell. Furthermore, the illusion cannot extend beyond 10 ft. of yourself, and along with altering your appearance, you can also alter the scent you give off. However, the illusion can only change the appearance of your attire and the color or content of your skin, hair, and eyes (Here are some examples of what constitutes as a change in content: You add make-up, a scar, or a tattoo to your face, you change the length or style of your hair, or you change the shape or size of your pupils).
The extent of this illusory magic will not allow you to alter your appearance to a degree that either makes you appear as another person or heavily changes your physical attributes (such as drastic changes to your height or facial structure). You can change the race you appear as. However, the race must be of your size, and you will appear as a version of youself as that race. For instance, if you are a human and you make yourself appear as a tiefling through this illusion, you can only appear as a tiefling version of yourself and cannot appear as anyone else of that race. If you are intending to conceal your identity through altering your appearance with this illusion, no one can be fooled by the change and those who know your identity will always recognize you as yourself.
Glamorous Flash
At 3rd level, You gain the ability to instantaneously intensify your beauty, of which can imbue your allies with awe and vigor.
As a Bonus Action, you can expend one use of your Bardic Inspiration to grant yourself a more wondrous appearance for a brief instance. When you do so, select a creature within 15 ft. of you (other than yourself) that can also see you. Your target can take an additional Action on its next turn, as your beauty compels it to act with valiant haste. That Action can be used only to take one of the following Actions:
Gallant Step. Your target can use its additional Action to cause its movements to not provoke opportunity attacks. Upon doing so, it cannot be grappled or restrained, and it gains a bonus to its movement speed, all until the start of its next turn. The granted bonus to movement speed is equal to a roll of your Bardic Inspiration die multiplied by 5.
Stalwart Fortitude. Your target can use its additional Action to take the Dodge Action. Upon doing so, it cannot be either forcibly shoved or knocked prone, and it gains a bonus to one saving throws it makes, all until the start of its next turn. The granted saving throw bonus is equal to a roll of your Bardic Inspiration die.
Valorous Strike. Your target can use its additional Action to make one weapon attack. A creature hit by this attack is dealt an additional amount of psychic damage, and must make and succeed a Strength saving throw against your spell save DC, or else be either knocked prone or forcibly shoved up to 15 ft. away (your target's choice). The granted additional psychic damage is equal to a roll of your Bardic Inspiration die.
Rapturous Performance
At 6th level, You can bedazzle your captivating performances with magic that can inspire both valor and wonder.
As part of the Action to initiate your Countercharm feature, you can choose to amplify its effect for one minute (no Action required). After one minute passes, your Countercharm reverts to its normal effect. While your Countercharm is amplified in this way, you gain the following additional benefits:
- As part of initiating your amplified Countercharm and as an Action on subsequent turns of its duration, you can grant any creature of your choice within its range an amount of temporary hit points equal to a roll of your Bardic Inspiration die + your Bard level.
- Any creature of your choice within range of your Countercharm becomes immune to the charmed and frightened conditions, and any effect currently causing it to be charmed or frightened immediately ends.
You can amplify Countercharm in this way once per long rest, unless you expend a spell slot of 3rd level or higher in order to do so again.
Additionally, your otherwolrdly aspect grants you the following additional benefit:
Evoke Wonder. When you make a performance before an audience for at least 10 minutes, you can attempt to inspire wonder within that audience. At the end of the performance, a number of humanoid creatures equal to your Bard level is targeted by this benefit at random. A target must be within 120 ft. of you, and must have watched and listened to the entire performance. However, an amount of these humanoids equal to your Charisma modifier (minimum of 1) can instead be specifically targeted by you. Each target must make and succeed a Wisdom saving throw against your spell save DC or else be magically charmed by you. A creature charmed in this way idolizes you and speaks glowingly of you to anyone it talks to. A creature remains charmed in this way until after 1 hour has passed, if it takes any damage, if you attack it, if it witnesses you attacking or damaging any of its allies, or until you charm another set of creatures in this way.
If a creature succeeds on its saving throw, it has no hint that you had tried to charm. Similarlry, if the charmed condition ends for an affected creature, it has no hint that it had been influenced by charming magic.
Beauty Beyond Perfection
At 14th level, Your beauty, enriched so steeply in magic, becomes all-consumingly perfect. No amount of reverence or worship would suffice.
Your otherworldy aspect, now wondrously perfect, grants you the following additional benefits:
Mesmerizing Glamour. Whenever you use your Glamorous Flash feature, the range of it expands to 30 ft., from 15 ft.
Additionally, as part of using Glamorous Flash, you can cause one additional creature of your choice within range to make a Wisdom saving throw against your spell save DC. Upon a failed save, your target becomes charmed and any concentration it was maintaining is broken, as its captivation of your beauty causes it to fixate itself on nothing else but you. A creature charmed in this way is also restrained, and remains charmed until it can no longer see you or until it uses an Action on its turn to snap itself out of being captivated by you.
Irresistible Majesty. While your Countercharm is amplified through your Rapturous Performance feature, the range of it expands to 60 ft., from 30 ft.
Additionally, When a creature targets you with an attack on its turn while your Countercharm is amplified, you can use your reaction to cause the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, it cannot attack you this turn, and the action that it had used to do so immediately ends and is wasted. On a successful save, it can attack you this turn, but must do so with disadvantage on the attack rolls.
Although your otherworldy aspect is now perfect, it continues to become more beautiful in a way of your choosing whenever you level up in this class.
Previous Versions
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3/1/2023 4:50:36 AM
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1.0.0
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