Base Class: Bard
Bards of the College of the Crimson Stage blend captivating performances with lethal precision. They use their talents to support allies, manipulate foes, and enthrall audiences.
Bonus Proficiencies
When you join the College of the Crimson Stage at 3rd level, you gain proficiency with whips. Additionally, you can use a whip as a spellcasting focus for your bard spells.
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Crimson Lash
At 3rd level, you learn the cantrip Crimson Lash. This cantrip does not count against the number of cantrips you know.
Crimson Lash
Enchantment cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You conjure a whip of psychic energy that lashes out at a creature within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and has disadvantage on its next attack roll before the end of its next turn.
The cantrip's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Bloodthirsty Ovation
Starting at 3rd level, when an ally within 60 feet of you reduces a creature to 0 hit points or scores a natural 20 on an attack roll, you can use your reaction to grant them a Bardic Inspiration die, inciting a burst of heightened capability and fervor.
Bonus Effects for Bardic Inspiration dice Based on Usage:
- Attack Roll: If the Bardic Inspiration die is used to enhance an attack roll, the ally can choose to add the number rolled on the Bardic Inspiration die as additional psychic damage to that attack. However, if the attack roll is a natural 20, the ally may add the psychic damage from the Bardic Inspiration die without expending the die (the effect of not expending the die can only be used once per turn).
- Saving Throw or Ability Check: If the Bardic Inspiration die is used for a saving throw or ability check (excluding initiative rolls and death saving throws), the ally gains temporary hit points equal to the Bard's level plus the number rolled on the Bardic Inspiration die. These temporary hit points are granted before any potential damage is dealt from the triggering event.
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Euphoria of the Stage
Starting at 6th level, your connection to the dramatic highs and lows of battle allows you to harness the energy of your allies' triumphs to fuel your own inspiration.
- Resounding Triumph: Whenever an ally within 60 feet of you rolls a natural 20 on an attack roll, ability check, or saving throw, and they do not use the feature from Bloodthirsty Ovation to add psychic damage without expending the Bardic Inspiration die, you can use your reaction to regain one expended Bardic Inspiration die. This effect does not apply to initiative checks and death saving throws. You can regain Bardic Inspiration dice through Resounding Triumph a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Expanded Spell Selection: Starting at 6th level, the following spells are added to your Bard spell list, and you can choose to learn them as you level up. Additionally, when you reach 6th level, you may choose to swap out any number of spells you currently know for spells from the list below. This spell swap can only be done when you reach 6th level, but the new spells remain available for future selection as you level up.
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Grand Finale
At 14th level, you have perfected the ability to infuse your performances with a surge of magical and emotional energy, allowing you to inspire your allies and disorient your enemies in critical moments.
Grand Finale: As an action during combat, you can choose any number of creatures within 60 feet of you that can see or hear you to be affected by your performance. The chosen creatures are affected based on whether they are allies or enemies:
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Allies: Each ally gains temporary hit points equal to your Bard level plus the number of rounds that have elapsed in the current combat and has advantage on their next attack roll, ability check, or saving throw within the next minute. This effect does not apply to initiative checks and death saving throws.
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Enemies: Each enemy must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is dazzled by your performance and has disadvantage on its next attack roll, saving throw, or ability check within the next minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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9/8/2024 12:16:50 AM
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9/8/2024 12:18:39 AM
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