Base Class: Bard
A college which focuses it's education of the singing of Christmas carols. These bards often find comfort in the season of Christmas and use it to spread christmas cheer to their allies and instill the spirit of the holidays in their enemies.
O' Christmas Tree
3rd-level College of Caroling feature
Whenever you see a coniferous tree, you may single "O' Christmas Tree" to magically turn it into a Christmas tree, with 1d4-1 presents underneath. Rolls of 1 are counted as 2 for the sake of this roll. You, or a creature friendly to you may open the present for a special bonus inside. Rolling a d20 determines the gift inside. You may use this feature a number of times equal to half your Proficiency bonus.
1: You gain a Curse of Criticality. The curse subsides upon your next roll, in which the roll is guaranteed to be a natural 1.
2-5: 1d6 arrows, all missing their arrow heads.
6-9: 50ft of hempen
10-13: 1 Vial of Antitoxin
14-17: 1 Alchemists Fire
18-19: 1 Healing Potion
20: You gain an Orb of Criticality. Upon crushing this orb in your hands as a special action, your next roll is guaranteed to roll a natural 20.
Deck the Halls
3rd-level College of Caroling feature
You can spin the words of "Deck the Halls" to allow you to gain immense power in your unarmed strikes, to deck your foes instead. As a bonus action, you can expend one use of your Bardic Inspiration and allow you to make unarmed strikes using your Charisma modifier instead of your Strength for 1 minute. In addition, these unarmed strikes count as weapon strikes in which you are proficient, dealing your Bardic Inspiration die + your Charisma or Strength.
God Rest Ye Merry Gentleman
6th-level College of Caroling feature
Your calming and relieving carol is so relaxing that others feel serenity, even in their failures. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature may roll the inspiration die again and regain hit points equal to double the rolled number.
Let It Snow
6th-level College of Caroling feature
You have gained the ability to control the weather, kind of. As an action, begin to play "Let It Snow" and choose creatures equal to your Charisma modifier (a minimum of 1) to gain resistance to cold damage. In addition, choose another set of creatures equal to your Charisma modifier (a minimum of 1) to lose any resistance, or reduce immunity to resistance, to cold damage while you play the carol, last 1 minute. For every turn, yours or another creature's, snow falls, dealing 2d6 cold damage to anyone within 60 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
12 Days of Christmas
14th-level College of Caroling feature
Upon your pinnacle of Christmas Caroling, you may opt to sing the 12 days of Christmas. As an action, you may expend a use of your Bardic Inspiration and roll a d12. Depending on the result of the d12, you land yourself the result of that day of Christmas (listed below), and must sing the carol beginning from that lyric number.
1: A Lash of Psychic Energy. Choose one target that can hear you or one you can see within 50 feet and force them to make an Intelligence saving throw against your spell save DC. On a failure, the target takes psychic damage equal to your Bardic Inspiration die and that target has disadvantage on all attack rolls until the end of their next turn. On a save, the target takes half damage and does not suffer disadvantage.
2: Two Beams of Radiance. Two beams of radiant light shine down on the two nearest creatures hostile to you. The beams are 5 feet by 5 feet wide, and reach to the heavens in height. On their next turn, the creatures must succeed a Charisma saving throw against your spell save DC or take radiant damage equal to 2 of your Bardic Inspiration die and spend their turn bearing the weight of their sins. The beams last for 1 minute and the creature repeats the saving throw at the beginning of every turn they stay inside the beams.
3: Three Globs of Acid. Three globs of corrosive acid pour out of your orifices'. You may choose up to 3 creatures within 30 feet of you and make a ranged spell attack against them, or you may use all the globs on one target. On a hit, a target takes 1d12 acid damage.
4: Four Floating Skulls. Four spectral skulls flutter from your head and dance around you. Whenever you, or a creature friendly to you within 40 feet is the target of a successful attack, you may, as a reaction, make a ranged spell attack and launch one of these skulls at the attacker. On a hit, the attacker takes necrotic damage equal to your Bardic Inspiration die.
5: Five Venom Fangs. Snake-like fangs erupt from your canine teeth for five hours. As an action, you may perform a bite attack in which you are proficient with, using your Dexterity modifier. On a hit, a target takes poison damage equal to 5 of your Bardic Inspiration die. While you have these fangs, you talk with a lisp and cannot close your mouth down fully or you run the risk of biting yourself, dealing the poison damage to yourself.
6: Six Lightning Blows. Electric energy begins to course through your veins. Your next six unarmed strikes deal additional lightning damage equal to your Bardic Inspiration die, and can be made as bonus actions as well.
7: Seven Claps of Thunder. Clap your hands together and cause a roar of wicked thunder. Any creature in a 20 foot cone must make a Constitution saving throw against your spell save DC or take thunder damage equal to seven of your Bardic Inspiration die and be pushed back 20 feet from you. On a successful save, a creature takes half damage and is only pushed back 10 feet.
8: Eight Icy Daggers. Chill the water in the air around you and formulate them into icy daggers. On your turn, as a bonus action, you may make a ranged spell attack against a target and launch one of the daggers at a target. On a hit, the target takes cold damage equal to your Bardic Inspiration die.
9: Nine Spheres a Blazing. Nine hellishly blazing spheres rain down from the sky on target locations of your choice. Three spheres cannot fall on the same spot, and should a creature be beneath a sphere, they must succeed a Dexterity saving throw against your spell save DC or take fire damage equal to your Bardic Inspiration die.
10: Ten Boulders Bludgeoning. As you strum your musical instrument, the vibration from the bass line levitates ten rocks from around you, forming them into one big boulder. You may then make a ranged weapon attack in which you are proficient with using your Charisma , and on a hit, the target takes non-magical bludgeoning damage equal to your Bardic Inspiration die.
11: Eleven Swords of Slashing. Point a sword that you are wielding at a target you can see within 30 feet of you and make a melee weapon attack against the target. On a hit, eleven spectral swords dance out of your sword and deal non magical damage equal to 11 of that weapons hit damage and dice.
12: Twelve Piercing Arrows. Throw an arrow you are carrying into the air and play a note from your musical instrument, duplicating the arrow 12 times, as the original floats back down to the ground next to you. You may then make a ranged weapon attack as if you were using a short bow against a target, in which you are proficient with using your Charisma modifier. On a hit, the target takes 12d6 non-magical piercing damage.
You regain all expended uses when you finish a long rest.
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