Bard
Base Class: Bard

A bard of the College of Finality can take any different forms. From a jester who revels in being front and center in a story, to a supporting war veteran who tells stories of bravery. The one defining factor between these bards is that they believe in hope, and believe in an ending. They want to be that ending.

Finale

At 3rd level, the battle pauses as you unleash a thundering performance. Using your action you can perform a Finale. Make a ranged spell attack targeting one or more creatures within 120ft. For every expended spell slot you have, deal that number of d6 thunder/force/psychic damage to a single target, or spread it even among multiple. If the attack misses, the target still takes damage, if it hits, they take damage and must make a con save against your spell save DC. If the target succeeded the save, no additional effects happen. If the target failed, they are also paralyzed until the end of your next turn. After doing this, you are incapacitated until two actions from other creatures are spent waking you. Upon waking your armor class is reduced by four, increasing by one at the start of your turn until the negative is gone. Once this feature is used it cannot be used again until after a long rest. 

The dice rolled changes to a D8 at 10th level, a D10 at 15th level, and a D12 at 20th level.

Ellison

At 3rd level, you make chords and cadence overlap for a small time. Using your reaction, you may substitute one type of check or saving throw for another. If you or an ally were grappled, you could replace the strength save with a dexterity or constitution one. If an enemy was making an acrobatics check, you could replace the modifier with charisma instead of dexterity. You can do this an amount of times equal to your proficiency bonus, this replenishing on a long rest.  

Bridge

At 6th level, you control the tempo of your song, and the speed of your finale. Using a bonus action, you may burn a spell slot. Doing this gives you the slots level in to hit bonus, spell save dc, and 5 times the spells level in temporary hit points. This bonus lasts until the end of your next turn, the temporary hit points lasting until the end of your second turn. 

Chorus

At 14th level, using your finale allows you to select creatures up to 5. These creatures may take a turn free from initiative order. During this turn, they are only allowed to target one of the targets of your finale with an attack or harmful spell. For every creature you select, you gain a -2 to all ability checks and saving throws. At the start of your turn, reduce this deficit by one until it is gone. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2024 5:43:46 PM
0
0
--
Coming Soon
7/24/2024 5:49:40 PM
0
0
--
Coming Soon
7/24/2024 5:53:06 PM
1
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes