Bard
Base Class: Bard

Whether it be prancing across a stage or walking through festival-filled streets, masks are hardly an unusual presence in times of revelry. Some know of their true power, however; power concealed behind the false expressions of wood and china faces. Those that wield such power can hide their true forms, alter the minds of others and even control them outright.

Bonus Proficiencies

When you join the College of Melodrama at 3rd level, you gain proficiency with Painter's Supplies and one set of artisan's tools of your choice.

Tragedy and Comedy

Also at 3rd level, you can craft magical masks to hide your identity and enhance your abilities. Over the course of a long rest, you can craft one of your masks, provided you have the necessary tools and materials. You can have up to two magical masks crafted at a time, and they must be opposites in expression. These masks can be donned or switched as an action, and have the following effects when worn:

Tragedy
  • While you wear this mask, you have Darkvision out to 60 feet. If you already have Darkvision, it is increased by a further 30 feet.
  • You gain access to the Chill Touch cantrip. It counts as a bard spell for you, but it doesn't count against the number of spells you know.
  • You are immune to being Frightened.
Comedy
  • While you wear this mask, your movement does not provoke opportunity attacks.
  • You gain access to the Sacred Flame cantrip. It counts as a bard spell for you, but it doesn't count against the number of spells you know.
  • You are immune to being Charmed.

Face in the Crowd

At 6th level, you can imbue your masks with illusory magic, allowing you to slip out of sight. While you are wearing one of your masks, you can cast Disguise Self at will. Once per long rest, you can cast Mirror Image. they count as bard spells for you, but they don't count against the number of spells you know. In addition, your masks gain the following effects:

Tragedy
  • When you are targeted by a melee attack, you can use your reaction to shift your mask to a frightening appearance. The creature that is targeting you must make a Charisma saving throw against your spell save DC or be Frightened of you for 1 minute. While they are Frightened of you in this way, they must use all of their movement on their turns moving away from you. The creature can make the saving throw again at the end of each of their turns, ending the effect on a success. Once you use this ability, you cannot do so again until you complete a long rest.
  • You gain resistance to necrotic damage, and a creature holding one of your Bardic Inspirations gains this benefit as well.
  • You can take the Hide action as a bonus action.
Comedy
  • When you are targeted by a ranged attack, you can use your reaction to shift your mask to a friendly appearance. The creature that is targeting you must make a Charisma saving throw against your spell save DC or be Charmed for 1 minute. While they are Charmed by you in this way, they must use the attack aimed at you against a creature hostile towards you or lose the attack. The creature can make the saving throw again at the end of each of their turns, ending the effect on a success. Once you use this ability, you cannot do so again until you complete a long rest.
  • You gain resistance to radiant damage, and a creature holding one of your Bardic Inspirations gains this benefit as well.
  • You can take the Dash action as a bonus action.

Captivating Performance

At 14th level, you learn to craft darker kinds of masks, ones that can turn enemies into fawning patrons of your art. You can now switch masks as a bonus action. Over the course of a long rest, you can craft a stylised mask, provided you have the necessary tools and materials. You can have up to two of these masks crafted at a time, and they must be opposites in expression. You can use your action to place one of these masks on an Incapacitated humanoid. That creature is then Charmed by you until a Remove Curse spell is cast on it, the Charmed condition is removed from it, or the mask is removed. A creature other than you attempting to remove the mask must succeed on an Athletics check against your spell save DC to do so. While they wear one of your masks, they gain the following effects, depending on the mask worn:

Agony
  • Their attacks deal an additional amount of necrotic damage equal to your Charisma modifier (minimum of 1).
  • They have resistance to necrotic and psychic damage.
Bliss
  • Their attacks deal an additional amount of radiant damage equal to your Charisma modifier (minimum of 1).
  • They have resistance to radiant and psychic damage.

In addition, your thoughts can’t be read by telepathy or other means unless you allow it while you wear one of your masks. You also have resistance to psychic damage during this time, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

College Of Melodrama Image

Comments

Posts Quoted:
Reply
Clear All Quotes