Base Class: Bard
Bards of the College of Dread tap into the primal forces of fear and majesty, drawing inspiration from the ancient power of dragons. These bards do not sing of peace or hope, but of domination and awe, using their performances to evoke the commanding presence of dragons. Their magic weaves fear into their enemies, making them tremble at their might, while bolstering their allies with the strength and resolve of draconic power. Through their mastery of intimidation and their ability to channel the essence of dragons, they reshape the battlefield, inspiring terror and reverence wherever they go.
Voice of the Dragon
Your words are laced with draconic authority, compelling those who hear them. You gain proficiency in the Intimidation skill, if you don’t already have it.
You also attune your magic to draconic power. You always have the spell Dragon's Breath prepared. Additionally, when your bard spell deals damage, you can change its damage type to psychic. If the spell targets a creature, you can add your Charisma modifier to the damage dealt to one frightened target.
Dragon Roar
Your voice carries the intimidating power of a dragon’s roar, forcing enemies to quail before you. As a bonus action, you can expend a bardic inspiration die to target a creature you can see within 10 feet of you. The creature must then succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the start of your next turn.
Trepidatious Rapport
Your draconic presence inspires allies to channel fear as a weapon. An ally that has one of your bardic inspiration dice can expend the die to use your Dragon Roar ability. The saving throw DC for the effect is your spell save DC, and the effect ends at the start of the ally’s next turn.
Additionally, frightened creatures find it harder to resist your magic. They have disadvantage on saving throws against your bard spells.
Draconic Resolve
The indomitable will of a dragon fortifies your mind and spirit. You can add your proficiency bonus to saving throws you make to resist or end the frightened condition on yourself. If you would already add your proficiency bonus to the saving throw, you may add it a second time.
Furthermore, if a creature you can see attempts to frighten you and fails, you can use your reaction to attempt to frighten them instead. The creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.







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