Bard
Base Class: Bard

Bards from the College of Pipers have honed their skills using songs to control hordes of small critters. Often hired to remove vermin from infested villages and cities, these bards can turn common pests into writhing masses of teeth and disease under their command.

Enthralling Tune

3rd-level College of Pipers feature

You have mastered the art of charming vermin.

  • You gain proficiency in the Animal Handling skill.
  • You always know the Animal Friendship, Animal Messenger, and Enthrall spells.
  • When you cast Animal Friendship or Enthrall you can roll a Bardic Inspiration die to increase the number of targets by the result. 

 

Pipes of Plague

3rd-level College of Pipers feature

Your experience dealing with plagues and pests allows you to improve their potency while under your command.

  • You know the Infestation cantrip and when you cast it the target has disadvantage on saving throws to resist the spell.
  • Anytime you deal poison damage to a creature you can make that creature succeed a constitution saving throw against your spell save DC or become poisoned for 1 minute. You can use this feature 3 times and regain expended uses at the end of a long rest.

 

Follow the Piper

6th-level College of Pipers feature

At 6th Level you gain the ability to lead those you have charmed.

As a bonus action you can use music or oration to force any number of creatures who can hear you and are currently charmed by you to follow you for as long as they are charmed. On each affected creature's turn they must move their full movement towards you. Affected creatures will move around any obstructions that directly prevent movement in a straight line towards you, such as walls and tall fences, and will not move into obviously harmful areas like over the edge of a cliff or into a deep body of water where they could drown. Once you use this feature you cannot use it again until you finish a long rest.

Pay the Piper

14th-level College of Pipers feature

At 14th Level you can now lead those you have charmed to whatever fate you deem them worthy of.

You gain an additional use of the Follow the Piper class feature and creatures affected by Follow the Piper will now always move their full movement directly towards you regardless of any harm it may cause them. Creatures will still move around obstacles that directly prevent movement in a straight line, such as walls and tall fences. You regain all uses of Follow the Piper at the end of a long rest.

Previous Versions

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9/16/2024 12:47:54 AM
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