Bard
Base Class: Bard

 The College of Oration is home to bards who hone their persuasive nature and keen magic to further enhance their ability to lead others to great heights rather than entertain audiences. Guided by powerful and influential leaders who have weaved magic into their speech, bards of this college have learned how to use their intuitive skills of oration and learnt magic to orchestrate the acts of others.

 Teachers of the College of Oration, while educating students of the many forms and beauties of magic, pay particular attention to spells that manipulate people's opinion of you or strengthen your own influence on others. Most bards who boast an affiliation to this college use this type of magic combined with their own eloquent persona to lend themselves in a position of leadership. As such, many of the attendees of this college strive for greater control of our society by intertwining themselves within the political spectrum and eventually leading a life as a successful diplomat. And whilst tutors of these bards expect that their students use their control to bring society happiness, wealth and evolution, they are no strangers to the reality of how devastating an evil student of this college can be. Nefarious attendees of this college use their undoubtable charisma and forceful influence to magically persuade innocent people to serve them and commit abominable crimes on their behalf. Fortunately, however, honourable leaders who call this college home harness their innate charm and sophisticated magic to aid the hopeless and cripple the influence of tyrants.

Suasive Words

Starting when you choose the College of Oration at 3rd level, you have Advantage on all Charisma (Persuasion) and Charisma (Deception) checks. 

Additionally, your persuasive and witty nature allows you to bolster your spells that focus on manipulating the minds of others.

When casting a Bard Spell of the Enchantment school of magic that requires the target creature to make a saving throw, you can choose to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s Saving Throw roll. You can choose to use this feature after the creature makes its roll, but before the GM adds any Saving Throw modifiers. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

 

Vigor of Oration

At 3rd level, your every word and sentence has a subtle weave to Enchantment magic. This remarkable connection reinforces your keen ability to distort the conscious of others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

 

Command of Speech

Starting at 6th level, you gain the ability to weave your command of language and oration to manipulate the magical constraints of your spells.

When you cast a Bard spell that requires Verbal components, you can choose to cast it without any somatic or material components. You can only cast Bard spells up to level 5 in this way. Additionally, when you use this ability, you can choose to change the nature of the Verbal components of your spell. Instead of uttering the appropriate magical phrases, you can choose to instead vocalize a completely different sentence of your choice. The nature of your new sentence is completely customizable, however you must still speak when casting the spell.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Onus of Diatribe

Starting at 14th level, you can use your action to utter a persuasive and enchanting speech to sap the confidence and verve from your foe for 1 minute. The target of this ability must make a Charisma Saving Throw against your spell save DC. On a success, the creature is unaffected. On a failed save, for the duration, the affected creature has disadvantage on all Attack Rolls made against you and friendly creatures within 60 feet of you. 

Once you deliver this powerful and resounding speech, you can't do so again until you finish a short or long rest.

 

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