Base Class: Bard
The College of the Hellsinger focuses its studies and artistry on infernal music, either through direct experience or secondhand imitation. Hellsingers pride themselves on their powerful voice, often resorting to a mixture of song and scream to amplify the power of both their music and magic, resulting in a distinctly unique style of death and destruction.
Musically inclined residents of the Nine Hells are generally more likely to become members of the college of the Hellsong. After all, which style of music befits the Nine Hells more than metal?
Infernal lyrics
When you join the College of the Hellsinger at 3rd level, you learn how to speak and write infernal.
Silent No More
Also at 3rd level, you learn how to enact vocal vengeance upon those who would harm you, summoning fires from Avernus through the power of your infernal song.
When you take damage from any attack roll, you can use your reaction and expend a number of bardic inspiration dice (not exceeding your bard level) to fling fire back at the attacker. The target must make a Dexterity saving throw. On a failed save, it takes damage equal to your bardic inspiration dice roll, or half as much on a successful save.
Songs of the Hells
At 6th level, you learn a multitude of songs from the Hells you to inflict a range of effects on both friend and foe. You can spend a bardic inspiration die to use any of the following songs, inflicting the corresponding effect. You can only use one song per round:
- Dissolution: you can use your action to remove any effects that silence or deafen creatures within a 30ft radius.
- Defiance: when you or an ally takes damage, you can use your reaction to reduce the damage from that attack or spell equal to your bardic inspiration die + your Charisma modifier.
- Dream of the Beast: you can use your action to make yourself or an ally take on an illusory form, resembling that of a large fearsome devil. All enemies within 15ft of the transformed creature must succeed on a Wisdom saving throw or become frightened. The effects of this song end after 1 minute or end early when you are knocked unconscious, incapacitated, paralyzed, petrified, or unable to produce sound.
- Devastation: you can use your action to summon an infernal barrage of sound toward your enemies in a 30ft cone. All creatures within the cone must succeed on a Constitution saving throw. On a failed save, they take thunder damage equal to twice the bardic inspiration dice spent + your charisma modifier or take half as much damage on a successful save. Any objects (of size small or smaller) within the 30ft cone that are not carried are pushed 15ft away from you (in the same direction as the cone).
- Poetry of Cinder: you can use your bonus action to empower your or an ally's weapon for 1 minute. The empowered weapon deals an additional die of fire damage equal to your bardic inspiration die. The effects of tend early when you are knocked unconscious, incapacitated, paralyzed, petrified, or unable to produce sound.
- Stygia: you can use your reaction to change the damage type of an attack or spell to cold or lightning damage.
- Leviathan: When an ally that can hear you and is within 15ft of would be hit by an attack, you can use your reaction to increase their AC by rolling the bardic inspiration die and adding half the amount rolled to your ally's AC. This effect lasts until the end of that turn.
No Tomorrow
Starting at 14th level, you can touch a willing creature as an action and infuse it with the unstable power of Nine Hells. For 1 minute, the empowered creature is surrounded by the icy cold of Stygia and sprouts devilish wings, giving it the following benefits and drawbacks:
- The creature gains a flying speed equal to its walking speed.
- It gains a +4 bonus to AC.
- It has an advantage on attack rolls and saving throws.
- Its weapon attacks deal thunder damage. This effect does not apply to additional damage dice from magical effects (e.g. a sword that deals an additional d6 fire damage).
- Any weapon or spell attack against the creature scores a critical hit on a (natural) roll of 18-20.
- It gains vulnerability against psychic damage and damage from silvered weapons.
This effect ends early if you are unconscious, paralyzed, or petrified.
When the effect ends, the creature drops to 0 hit points and is dying. Once you use this feature, you can't do so again until you finish a long rest
Previous Versions
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