Base Class: Bard
In the hallowed halls of the College of Mortality, bards find inspiration not in the jubilant melodies of celebration but in the quiet cadence that marks the passage from life to the great beyond. These bards, known as Harbingers, seek the beauty within the somber and the profound in the ephemeral.
Philosophy of the Harbingers: To the bards of the College of Mortality, death is not a fearsome adversary but a silent companion to life's journey. They delve into the contemplation of mortality, embracing the inevitability of the final curtain while wielding the ethereal threads that connect the living and the departed. For them, each note struck or sung is a tribute to the delicate balance between the realms.
The Music of the Afterlife: Harbingers weave a unique musical tapestry that resonates with the echoes of the afterlife. Their performances are more than mere songs; they are a haunting symphony that captures the essence of "O' Death." This chilling ballad serves as both a reminder of the fragility of existence and a celebration of the mysteries that lie beyond the mortal coil.
Performance as Communion: For these bards, every stage is a sacred space, and each note played is an invocation of the ethereal. They use their performances to commune with the forces beyond, drawing upon the energies that bridge the living and the dead. Their music becomes a conduit for a conversation with the unseen, a dialogue that echoes through the very fabric of reality.
Attire and Atmosphere: Harbingers often dress in dark, flowing garments that mirror the solemnity of their art. Their instruments, be they stringed, wind, or percussion, are chosen not just for their sonic qualities but for the resonance they bring to the realms of mortality. When a Harbinger steps onto the stage, a hush falls over the audience as the air itself seems to thicken with the anticipation of the unknown.
Symbols of the College: The symbol of the College of Mortality is a stylized harp with a delicate hourglass at its center, representing the interconnectedness of life and death. Bards of this college often wear this emblem on their attire or as an amulet, acknowledging their commitment to the mysteries that lie beyond the veil.
Journeying Beyond the Veil: As Harbingers progress in their studies, their performances become more potent, delving deeper into the mysteries of mortality. The dirges they play send shivers down spines, not out of fear but in recognition of the profound truths embedded within the music. The Harbinger's Melody, the pinnacle of their art, is a testament to their mastery over the music of the afterlife.
In the Company of the Departed: Those who travel with a Harbinger quickly realize that these bards carry an air of otherworldliness with them. The departed, though unseen, seem to linger in the periphery, drawn by the haunting beauty of the bard's melodies. A Harbinger's presence can provide solace to the grieving, for they know that death is not an end but a continuation of the eternal symphony.
Harbingers of the Reaper's Refrain:
Upon entering the College of Mortality at 3rd level, you gain proficiency in Medicine and the Intimidation skill, reflecting your connection to life's fragility and the awe-inspiring presence of the Reaper. You also gain proficiency with one martial weapon, a tool to embody the Reaper's cold touch. Once you've chosen a weapon, this weapon will scale off of your melee spell attack modifier, and you may summon it to your hand as a bonus action. For the purposes of spellcasting this does count as a spellcasting focus.
The Reaper's Rhapsody:
At 3rd level, you learn to perform the Reaper's Rhapsody, a haunting melody inspired by the verses of the "O so beckoned Death." As an action, you can unleash the Reaper's Rhapsody, forcing non-allied creatures within 30 feet to make a Wisdom saving throw against your spell save DC. On a failed save, a creature is frightened for 1 minute, echoing the fear in the plea for a reprieve. This ability reflects the Reaper's inexorable hold and the chilling anticipation of its arrival.
Additionally, you may choose a number of allies (including yourself) up to the current size of your Bardic inspiration dice(minimum of 1) within 30ft, who gain the following benefits.
- They gain temporary hit points equal to 2 rolls of your bardic inspiration dice.
- They gain resistance to necrotic damage Or immunity to the frightened and charmed condition. (Chosen by you)
- Any downed allies, stabilize, as if hit by the spare the dying spell.
You can use this feature a number of times equal to your spellcasting modifier(minimum of once). All charges come back on a short or long rest.
Whispers of the Soul:
Starting at 6th level, your connection with the Reaper's ballad allows you to communicate with spirits and entities from beyond the veil. During a long rest, you may roll a number of bardic inspiration dice to tie a number of allied souls together equal to the total rolled, granting them the following benefits until the end of the next long rest.
- The bound creatures gain advantage on wisdom saving throws.
- Bound creatures can telepathically communicate with each other, as long as they're within 120ft of each other.
- Bound creatures may borrow each other's senses, allowing them to see and hear what one other ally sees and hears as long as they're within 200ft. During this sharing of senses, the one initiating the sharing is incapacitated.(As per the find familiar spell).
- Each creature bound in this way, may use their reaction once per long rest, to swap places with another ally bound in by Whispers of the Soul. This swap is limited to a range of 60ft.
O'Death's Embrace:
Reaper's Resurgence: Once per long rest, you can cast the "Raise Dead" spell without expending a spell slot, as well as ignoring the 1 hour casting time. Additionally, when you cast "Raise Dead" using O'Death's Embrace, the revived creature gains temporary hit points equal to your bard level plus your Charisma modifier. These temporary hit points last for 1 hour and symbolize the fortitude granted by the Reaper's touch.
Echoes of the Departed: As a bonus action, you can tap into the echoes of departed souls lingering around you. For the next 10 minutes, all allies within 60 feet gain the following benefits:
- Advantage on all Charisma-based checks.
- The ability to see invisible creatures and objects, at a range of 120 feet.
- Resistance to necrotic damage, as the spirits shield you from the harm associated with their ethereal existence.
- All attacks count as magical for the purposes of overcoming resistances.
- For the Duration of Echoes of the Departed, all allies have Death Ward placed upon them, as a favor from Death itself.(This form of Death Ward only lasts 10 minutes).
Previous Versions
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