Bard
Base Class: Bard

“Every heartbeat is a note in the great song of desire.”

Concept

Bards of the College of Ecstasy are masters of emotional resonance. To them, art and intimacy are divine acts — the power to sway hearts, unbind inhibitions, and lead others to transcendent joy. Whether courtesan, oracle, or sacred performer, a bard of this college channels the rapture of existence itself.

Their performances blur the line between spell and sensation: each word, touch, and movement becomes a thread in a web of enthrallment and empathy. They are welcomed in temples of Vaelora, Thalyss, and Eirian, and feared in courts where a single glance may undo an oath.

College of Ecstasy Features

Bard Level

Feature

3rd

College of Ecstasy Spells, Enthralling Performance, Empathic Reading

6th

Passion’s Veil

14th

Ecstatic Transcendence

College of Ecstasy Spells

You learn additional spells that reflect the artistry of temptation and connection.

Bard Level

Spells

3rd

Charm Person, Healing Word

5th

Calm Emotions, Suggestion

9th

Beacon of Hope, Hypnotic Pattern

13th

Charm Monster, Greater Invisibility

17th

Mass Suggestion, Awaken

You always have these spells prepared, and they count as bard spells for you.

Enthralling Performance (3rd Level)

Your performances awaken the deepest passions in your audience.

When you perform for at least 1 minute, you can target a number of creatures equal to your Charisma modifier (minimum one). Each must succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 hour.

While charmed, they regard you with admiration and are more inclined to assist or protect you. The effect ends if you or your companions harm them.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empathic Reading (3rd Level)

You learn to sense the emotional state of those around you.

As an action, you can read the surface emotions of a creature within 30 feet. You instantly know whether it is angry, fearful, aroused, amused, or calm, and you have advantage on your next Charisma (Persuasion) or Charisma (Deception) check against it before the end of your next turn.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Passion’s Veil (6th Level)

Your presence creates an intoxicating aura of confidence and allure.

When a creature targets you with an attack or harmful spell, it must make a Wisdom saving throw against your spell save DC. On a failed save, it must choose a new target or lose the attack or spell. A creature that succeeds is immune to this effect for 24 hours.

In addition, allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.

Ecstatic Transcendence (14th Level)

You can elevate yourself and those nearby into divine rapture.

As an action, you release a wave of overwhelming inspiration and unity. Choose up to six creatures of your choice within 30 feet. For 1 minute:

  • Each creature gains advantage on attack rolls and saving throws.
  • When a creature hits with an attack, it regains hit points equal to your Charisma modifier.
  • Enemies that start their turn within 30 feet must make a Wisdom saving throw or be charmed until the start of their next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

College Traditions

Instruments: Lyres, flutes, and voice are favored; some use perfumed bells or silk fans as foci.
Vestments: Layers of flowing fabric, veils, and jewelry that catch the light; colors of rose, gold, and midnight violet.
Symbols: The twin masks of pleasure and empathy; a rose over crossed strings; a heart-shaped lyre.

Tenets of the College

  1. Art Is Flesh. Expression and sensation are one.
  2. Desire Is Truth. What moves the heart reveals the soul.
  3. Beauty Is Power. All who inspire awe wield divine fire.
  4. Connection Above Control. Influence without cruelty is sacred.

Role in Aetheris

The College of Ecstasy finds roots in Aekorran and Helkyran culture, where sacred courtesans and ritual performers act as counselors, healers, and spies. Their presence bridges politics and piety, art and intimacy.
While some see them as dangerous, their craft is as vital as any blade or spell — a reminder that passion, too, can save or destroy.

College of Ecstasy Spells

You learn additional spells that reflect the artistry of temptation and connection.

Bard Level

Spells

3rd

Charm Person, Healing Word

5th

Calm Emotions, Suggestion

9th

Beacon of Hope, Hypnotic Pattern

13th

Charm Monster, Greater Invisibility

17th

Mass Suggestion, Awaken

You always have these spells prepared, and they count as bard spells for you.

Enthralling Performance

Your performances awaken the deepest passions in your audience.

When you perform for at least 1 minute, you can target a number of creatures equal to your Charisma modifier (minimum one). Each must succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 hour.

While charmed, they regard you with admiration and are more inclined to assist or protect you. The effect ends if you or your companions harm them.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empathic Reading

You learn to sense the emotional state of those around you.

As an action, you can read the surface emotions of a creature within 30 feet. You instantly know whether it is angry, fearful, aroused, amused, or calm, and you have advantage on your next Charisma (Persuasion) or Charisma (Deception) check against it before the end of your next turn.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Passion’s Veil

Your presence creates an intoxicating aura of confidence and allure.

When a creature targets you with an attack or harmful spell, it must make a Wisdom saving throw against your spell save DC. On a failed save, it must choose a new target or lose the attack or spell. A creature that succeeds is immune to this effect for 24 hours.

In addition, allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.

Ecstatic Transcendence

You can elevate yourself and those nearby into divine rapture.

As an action, you release a wave of overwhelming inspiration and unity. Choose up to six creatures of your choice within 30 feet. For 1 minute:

  • Each creature gains advantage on attack rolls and saving throws.
  • When a creature hits with an attack, it regains hit points equal to your Charisma modifier.
  • Enemies that start their turn within 30 feet must make a Wisdom saving throw or be charmed until the start of their next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

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