Base Class: Bard
Funerals, cremations and other rituals where people grief are often spots where collage of grief bards subside in. They perform and lift the spirits of those in deep cases of grief and depression and restore the happiness into their lives. They draw their power from the powerful sadness caused by grief and even tap into domains of the dead to channel even more power and enhance their performances with that newfound power.
Level 3: Lighten the mood
You have perfected your performances to relief the sadness and grief to those around you.
You can cast calm emotions as a bonus action now. You are also able to cast it alternatively and instead remove the feeling of sadness and grief from any creature you can see within 30 ft of yourself by expending one use of this feature.
Additionally, you can expend one charge to convert any negative emotion of a creature targetted by this altered version of calm emotions into a level of exhaustion to one other creature within a 40 ft radius. you have an amount of charges equal to your charisma modifier.
Level 6: Songs from beyond the grave
Even though you may not have been in many previous lives, you are able to recall information and power from the souls of the departed.
you gain acces to the speak with the dead spell and you gain proficiency in a skill you lack proficiency with and you can change this proficiency every short or long rest.
Level 6: One last peformance
You inspire the departed to have one last peformance with you.
You can expend an bonus action to deliver bardic inspiration to the dead in a 60 ft area. Expend and roll your bardic insipration and decomposed hands, feet or heads, equal to your roll, pop out of a surface where a human-sized skeleton could fit, you choose what pops out of the surface.
- Hand: The hand makes an attack on the next creature or grabbable object that comes within 5 ft of it. Any creature close enough will be grabbed but if an object enters its range the caster can telepathicaly decide to grab it or not. When it tries to grab a creature, the creature has to make a strength saving throw using the casters spellcasting modifier + proficiency of the caster. If the creature fails, it is grappeled by the hand and takes either 1d4 bludgening damage or 1d4 necrotic damage each turn, the saving throw can be repeated on the beginning of each of the creatures turn. The caster decides what damage. The creature takes this damage after each failed saving throw.
- Foot: a foot and part of a leg stick out of the ground and covers a 5 foot radius area. When a creature is in the area it makes an attack on it to try and kick it down. The creature is forced to make a dex saving throw equal to the spellcasters spellcasting saving throw. If the creature fails, it is kicked prone. If a creature is prone while within the area of the foot the foot will automatically make an attack on the creature using the casters spellcasting modifier + proficiency of the caster. On a hit it does either 1d6 bludgening damage or 1d6 necrotic damage. The caster decides what damage.
- Head: a head springs out of the ground. It makes an bite attack when a creature is within 5 ft of it using the casters spellcasting modifier + proficiency of the caster to see if it hits. When a creature is hit it takes 1d8 piercing damage or 1d8 necrotic damage. The caster decides what damage. The creature is also poisoned for 1 round of combat (1 minute if used outside of combat).
All attacks of these undead limbs trigger as a reaction when a creature gets in range and count as magical for the case of overcoming resitances and immunities. the limbs also dont have any perception or information from their suroundings so speak with the dead will fail if used on them and the caster does not control when the limbs attack, the limbs will always use their attacks on the first creature that gets within range, it doesn't care for friend or foe.
Level 14: Dance Macabre
You now have acces to a peformance so great even those beyond the living participate.
As an action, you can begin a peformance lasting multiple rounds with every consequtive round being more powerfull then the last with new effects. While you are peforming all effects of previous rounds last until you stop peforming in which case all effects stop and disapate immediatly. When in your peformance, you cant take any action because youre busy peforming.
- * first round, denial: Your peformance starts so slow that even you can neglect that it has started. You have advantage on deception checks and you are still able to use your action to cast the altered version of calm emotions to put one level of exhaustion on a creature of your choosing within 40 ft of you even though you already used your action to start this peformance.
- * second round, anger: The start of the peformance is explosive! You can choose a number of creatures equal to your charisma modifier, you can choose wether these creatures explode in anger taking 2d6 fire damage and get engulfed in non-harmfull flames or the creatures get a feeling of firey anger. While in this state of firey anger the creatures get +1 on attack and damage rolls. Firey rage counts as a negative emotion for if you want to use calm emotions on those creatures.
- * third round, barganing: The peformance starts to be calmer and feels soothing for everyone listening even the dead. You have advantage on persuasion checks and you are able to summon one of each limb from your "one last peformance" on a surface within 60 ft of yourself.
- * fourth round, depression: Your peformance takes a small dip in how positive it sounds to acknowledge the dead. Everyone that can hear or see your peformance takes one level of exhaustion and you can choose three of previously summon limbs to rise from the ground as zombies, you control the zombies indivudially with a single bonus action of telepathic commands. These zombies dont have memories of a previous life.
- final round, acceptance: Your peformance comes to an end with a great final accord for the dead. The anger explodes again dealing another 3d6 fire damage to those engulfed in flames and those who are inflicted with firey anger now have a +2 bonus to attacks and damage rolls. The depression also strikes again, three more limbs sprout from the ground or, if you already had more limbs active, you can turn three more limbs into full on zombies that climb out of the surface.
When you are peforming, you cant be interupted unless you are put at 0 hit points or if you stop peforming as an willing action in which case all effects you started while within your peformance will instantly vanish. If you used an ability while in your peformance that was not part of the previously described rounds, it persists and does not vanish when you end your peformance.
You can use this ability an amount equal to you charisma modifier divided by 2 (round down). It resets on a long rest.
Previous Versions
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6/2/2026 9:59:31 AM
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