Base Class: Bard
While all bards are known for having some level of charm, bards that choose to go into the College of Charm learn to become more than just the life of the party and talk of the town. They turn their bright personality into something lethal -- Someone so charming, that they cannot be ignored.
Swagger
When you join the College of Charm at 3rd level, you carry yourself with such a level of grace and confidence that even your greatest enemies struggle to bring harm to you. When not wearing armor, you gain a bonus to your Armor Class equal to your Charisma modifier.
Command Attention
Starting at 3rd level, a Bard of the College of Charm has learned to weaponize their charismatic personality. Whenever you deal damage to a creature, you may roll one of your Bardic Inspiration die.
The effected creature must make a Wisdom save against your Bard spell casting DC. On a failed save, the creature takes psychic damage equal to the number rolled from the Inspiration die and becomes charmed by you for 1 minute. On a successful save, the creature takes half that psychic damage and is not charmed.
Silver Tongue
At 6th level, the potency of your honeyed words has become more than just a product of your magnetic personality. Your words have become laced with charming magic. You are able to magically undermine the mental defenses of your foes.
When a creature rolls an Intelligence, Wisdom, or Charisma saving throw against a spell or ability from you, you can expend one use of your Bardic Inspiration. Roll a Bardic Inspiration die and subtract the number rolled from the result of the saving throw. You can choose to do so before or after the dice is rolled for the save, but before the DM declares if the save is successful or not.
Enthralling
Also at 6th level, your captivating ways allow to you penetrate and break the most iron-willed of minds. Your spells and abilities are now able to effect targets with the charmed condition even if they are resistant or immune to the condition otherwise.
Additionally, choose among Persuasion, Deception, or Intimidation. If you would roll below 13 on a skill check of the chosen skill, you roll 13 instead.
Deception
If you would roll below 13 on a skill check with Deception, you roll a 13 instead.
Intimidation
If you would roll below 13 on a skill check with Intimidation, you roll a 13 instead.
Persuasion
If you would roll below 13 on a skill check with Persuasion, you roll a 13 instead.
Captive Audience
At 14th level, your charming magic has grown so potent that you can momentarily shift your enemies' allegiances. As a bonus action, you may burrow deep into the mind of a creature suffering from the charmed condition. The creature must make a Charisma saving throw against your Bard spell casting DC.
On a failed save, you take control of that creature for a turn immediately after your turn ends. After the mind controlled turn, the creature gets to take their own turn as normal in regular initiative order. On success, the creature is not mind controlled.







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