Bard
Base Class: Bard

The College of Idols is a bard subclass that revolves around the power of music, singing, and captivating performances. Bards who follow this path are master entertainers and vocalists, using their melodic abilities to inspire, heal, and manipulate the emotions of their audience. They are the stars of grand concerts and performances, and their magical singing can charm even the hardest of hearts.

Bonus Proficiencies

3rd level College of Idols feature

You gain proficiency with three instruments of your choice. Additionally, you gain proficiency in the Performance skill, and you can double your proficiency bonus when making checks using instruments or Performance.

Song of Fortitude

3rd level College of Idols feature

Your song helps fortify the spirits of those who listen to you. When you expend a use of Bardic Inspiration to inspire someone, you can additionally give them temporary hit points equal to half your bard level (rounded up) + one roll of your bardic die.

Melodic Virtuoso

6th level College of Idols feature

When you use your Countercharm feature, you can additionally use a bonus action to expend one use of your bardic inspiration to inspire all creatures affected by your Countercharm ability. This bardic die lasts until the start of your next turn instead of 10 minutes, but can be used twice by each person before it is lost.

Additionally, before losing the bardic die, a person can roll a d20. On a roll of 11 or higher, they keep the bardic die for one additional roll till the start of their next turn.

Chaos for One, One for All

14th level College of Idols feature

Your audience is a mish mash, never the same. Yet, your benefits extend to all, one way or another. Once a turn, when a creature expends a bardic die from you, they roll a d20 and gain a random effect. If the effect requires a saving throw, it is equal to your Bard DC. If you already have an effect active, rerolling an effect gets rid of the previous effect.

  1. Euphoric Surge: You gain advantage on all ability checks for the next minute.

  2. Blessing of Restoration: You regain 1d6 hit points at the start of each of your turns for the next minute.

  3. Spectral Helper: One friendly spectral duplicate of yourself appear and assist you in combat for one minute. They use your attack bonus and deal half your weapon's damage. They have the same stats as a Fighter's Echo (1 HP, AC 14+proficiency bonus, immunity to all conditions) and you can use your bonus action to make them make one weapon attack.

  4. Elemental Empowerment: Choose an element (fire, ice, lightning, or radiant). Your next damaging spell or attack deals extra damage equal to one roll of your bardic die of that type.

  5. Fortune's Favor: You automatically succeed on your next saving throw.

  6. Soothing Melody: All allies within 30 feet of you (including yourself) can spend up to half their hit dice to heal themselves.

  7. Wings of the Phoenix: You sprout fiery wings, gaining a flying speed of 30 feet for the next minute.

  8. Charming Aura: For the next minute, creatures must make a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against you until the start of your next turn, and you have advantage on Charisma checks.

  9. Ethereal Step: You can move through other creatures and objects as if they were difficult terrain for the next minute.

  10. Glorious Illusion: You create an illusion of a magnificent treasure chest filled with valuable items that lasts for one minute, forcing creatures who see it to make a Wisdom save, captivating them and making them friendly to you on a failure.

  11. Weave of Luck: Roll a d20 and record the result. You can replace any d20 roll you make with that recorded result within the next minute.

  12. Shielding Aura: A shimmering, translucent barrier surrounds you for one minute, providing you with a +2 bonus to your AC.

  13. Sparkling Counterspell: As a reaction, you can cast Counterspell without expending a spell slot once within the next minute.

  14. Phantasmal Performance: You create an illusory grand stage with accompanying music, causing hostile creatures within 30 feet to make a charisma save or be charmed and unable to attack for one minute. The affected creatures can repeat this saving throw at the end of their turn, ending the effect on a success. This effect disappears on taking damage.

  15. Aura of Vitality: You emit a healing aura for one minute, and all allies within 10 feet of you regain 1d8 hit points at the start of their turns.

  16. Gift of Teleportation: You can cast the Teleportation Circle spell once within the next minute without expending a spell slot.

  17. True Strike Blessing: Your next attack roll has advantage.

  18. Cosmic Guidance: You gain proficiency in all skills for the next minute.

  19. Spectral Mount: A ghostly, loyal steed appears, allowing you to ride it as if casting the Find Steed spell for the next minute.

  20. Fountain of Magic: You regain one of your highest expended spell slots up to 6th level and any once-per-long rest abilities. (Does not extend to once per day item uses).

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