Bard
Base Class: Bard

Bards tell tales new and exciting full of joy, wonder and magic. Of a knight saving a kingdom or a wizard leading dwarfs to war.

But the bards that really listen can hear the whispers of old stories, tales of deals with demons and devils, with creatures who's names are long lost. Tales of destruction and of ruin, and few dare to speak of these stories, they are not supposed to know of them, Nobody is to know of them besides those who closed those old books.

Be it pure courage or idiocy you tell these stories of kingdoms old, but who knows what that might do. Stories have power after all 

Blades of Remembrance

When you join the College of Ancient Whispers at 3rd level, you gain the ability to make your weapon attacks make images of horrible creatures and memories attack the mind of who you attack.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Wanderer's Lore

At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single Arcana, History, Nature, or Religion check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll.

Ancient Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. (If your dm allows these spells can be deep magic spells from kobold press.)

Stories of Ancient Paths

Beginning at level 14. You know of the paths taken by others, these paths aren't traveled any longer and for good reason. but you know how to take these long forgotten roads for they are yours to wander. You may choose one of these options at the end of every long rest to have for the day.

Path of the Challenger

Taking this path shows you visions of ancient barbarians battling and your voice takes on a more hostile tone for the day. As a bonus action target one hostile creature that can hear you and challenge them. If they accept the duel you both become Immune to all effects and damage from other creatures. You both can't move away from each other. This only ends on death or submission.

 You must finish a short or long rest before you can use this feature again.

Path of the Demon pact

You form a pact with a demon using the old ways, older than any warlock on this plane remembers. This pact grants you a transformation as the demon that you form this contract with rests on your shoulder.

As a bonus action your body transforms as the image of your demon appears on your shoulder
Your walking speed increases by 10 feet.
You gain 50 temporary hit points. 
You have advantage on attack rolls that you make with simple and martial weapons and any target hit takes an extra 2d12 force damage.

(The effects of tensers transformation)

When the temporary hit points are lost or 5 minutes have past this effect ends.

You must finish a long rest before you can use this feature again.

Path Once Taken

As a ritual you may spend 1 minute focusing on a place you've been and teleport to that point bringing with you all of the creatures that were with you at that moment in time. 

Can only be used once a week.

Path of the Fey

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your bard spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

 

 

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