Bard
Base Class: Bard

While bards are usually known for inspiring the richest of nobles all the way to the common man through storytelling, the bards of the College of Corruption feed on the demise of others to empower themselves. To the disciples of this long-forbidden path, everyone is expendable, including those most loyal to them. The College of Corruption completely twists the compassionate and inspirational nature of bards into deceit, betrayal and inevitable doom.

These bards pursue and utilize the sacred songs of the Void. Willing to sacrifice their own lifeblood and material possessions to gain power, the College of Corruption is able to orchestrate the rise and fall of warriors on the battlefield swiftly. These overzealous spellcasters are long-forgotten, forbidden and frowned upon by most magic users in the realm. However, there is no knowing if anyone or anything is ever really gone.

 "We don't talk about 'them.' Even a mere thought is dangerous enough to gain their attentions..."

Consumption

When you join the College of Corruption at 3rd level, you have resorted to using the strength of the Void instead of mortal armor to protect you. Your armor class is reduced to 0 which cannot be increased, and you instead gain base temporary hit points. Your base temporary hit points is equal to 10 + your Charisma modifier + your Dexterity modifier + your Proficiency Bonus + your level number. 

You regain your base temporary hit points when you finish a short or long rest.

Corrupted Inspiration

When you join the College of Corruption at 3rd level, you gain the ability to benefit from your allies’ demise. When you give a friendly target a Bardic Inspiration die, that target instead gains three Corrupted Inspiration dice (d4) until the end of the encounter. A Corrupted Inspiration die cannot be rolled by that target in any circumstances.

Only one creature can have Corrupted Inspiration dice from you at a time. If you give Bardic Inspiration to another friendly target with no Corrupted Inspiration die, the creature that already has Corrupted Inspiration dice from you loses all Corrupted Inspiration dice. 

When a creature with Corrupted Inspiration dice from you is reduced to 0 hit points, you can roll all the Corrupted Inspiration dice on that creature and add the number rolled to your next attack roll and damage roll. Additionally, you gain temporary hit points equal to the number rolled. Once the Corrupted Inspiration dice are rolled, they are lost.

Your Corrupted Inspiration die changes when you reach certain levels in this subclass. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.

Insidious Motives

At 3rd level, you learn to build up your allies’ strength while awaiting their downfall. When you successfully hit a creature with a weapon attack roll, all creatures with Corrupted Inspiration dice from you gain one additional Corrupted Inspiration die. When you make a melee attack roll, add your Charisma modifier to the attack roll instead of Strength.

Whistling Shadow

At 6th level, you learn to instill a sense of dread to those who come across your path. Your initiative modifier is set to +0 which cannot be increased through any other means and your initiative is automatically set to 1 at the start of an encounter. At the start of an encounter, you can expend one Bardic Inspiration die to reduce the initiatives of all visible creatures (including friendly creatures) by 1d4. Then, increase your temporary hit points and initiative equal to the total initiatives reduced.

Additionally, you become invisible at the start of battle until you attack or cast a spell. You become invisible again when a creature with at least one Corrupted Inspiration die from you is reduced to 0 hit points. While invisible, your melee attack rolls and spells deal double the damage.

Songs of the Sacred Void

At 14th level, you have learned the ability to weave forbidden teachings of the Void into your words. Creatures with Corrupted Inspiration dice from you gain +1 to their attack rolls and -1 to their armor class for each Corrupted Inspiration die they have. 

You can cast the Unearthly Grave spell once as a 4th-level spell or higher and regain the ability to do so when you finish a long rest. If Unearthly Grave reduces a creature to 0 hit points, all creatures with Corrupted Inspiration dice from you gain five additional Corrupted Inspiration dice and you gain temporary hit points equal to the damage dealt.

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