Bard
Base Class: Bard

"My fellow travelers, you are all about to witness my majestic epicness! ... unless I get killed, but... probably not!" - Rakan, League of Legends

A class inspired by Rakan the Charmer from League of Legends. Enjoy :D

Bards of the College of Fey Feathers have trained themselves to be a vessel of positivity, an outlire of purity, and a deliverer of a jaw dropping performance. Enchanted by those who trained them, a favored of the divine blessed for their deeds, or a cruel wizards failed attempt at disfigurement, these bards have been polymorphed to not only display their own plumage in a distracting and awe inspiring manner, but also to charm the senses of those around them in ways never seen before. They boast feathers and down on parts of their body, and some are lucky enough to grow capes from the napes of their necks completely reminescent of a marvelous peacock.

These feathers are simply not for show, and host a magical force in the bards of this college, becoming weapons , and an everflowing source of essence and energy.

Quick, agile, delicate, and abundant with energy, these bards proudly flaunt themselves, happy to show off the very enticing bodies they have, the magic in the air they produce, and in return, leap to the fellowship they have chosen to follow in their times of need without any question. A bard in this college excepts they will never be the same as  they once were, and sees that they are nothing more than better from where they started.

Endearing personalities, friendly ambition, or even just a wild child looking to run a muck, college members choose a fine display over all, and grooming even more so is an absolute necessity. Never a feather out of place, and dedicated to their party, they rival authority with a bountiful dance, and reject a need for conformity by blessing their body as any wise bird would do.

Polymorphed Plumage

When you join the College of Lore at 3rd level, you gain magical feathers along your body. They can be of any color you prefer, and are centered on the arms, elbows, lower back, neck, ears, and shoulders. Feathers on the neck can manifest as a cape. These feathers are magical, and can be discovered as such with detect magic. While your dexterous, nimble, agile, and helpful, you are not well equipped to swing a sword.

Regeneration Dance: If your feathers become excessively damaged or removed, your ability to channel any magical abilities through them fails. You can spend a Long Rest in time performing a dance to regrow them. If your performance is interrupted, the channel fails, and you do not regrow your feathers.

You have disadvantage on all attack rolls made with weapons you carry. This does not apply to attacks made with Slapping Feathers, spells casted, or abilities used to deal damage given by College of Fey Feathers.

Slapping Feathers

You are able to utilize your feathers as both a simple melee weapon, and a simple ranged weapon. When swung or thrown, a magical essence hardens your feathers to the toughness of iron. If you are carrying a weapon of any kind in your hands, you may not use this feature until the weapon is dropped or put away. As an action, you may do one of the following:

Feather Melee Attack: You make a melee attack with your feathers to deal 1d4 bludgeoning damage with a range of 5 feet.

Feather Ranged Attack: You may make a ranged attack with your feathers to deal 1d4 piercing damage with a range of 30 feet. 

For every three levels after, you add 1d4 additional to your damage.

Gleaming Quill

At 3rd level, your body begins to grow plumage expelling a magical energy. You gain a pool of Peacock Quills. These quills shine very brightly, and generate abundant healing energy. You gain Peacock Quills equal to your Charisma Modifier + 3 (Minimum of 4). These Peacock quills regrow and are replenished after a Long Rest. You may only expend use of Peacock Quills on an ability once per turn.

Gleaming Quill: As an action, you may expend one Peacock Quill to fling a Gleaming Quill at a target to deal 1d6 radiant damage with a range of 30 feet. On hit, your brilliant plumage flourishes, radiant energy healing you for 1d6 HP. If Gleaming Quill misses, you do not heal.

Flock Together: As a bonus action, if Gleaming Quill hits a hostile creature and you are within touch range of one ally, you may touch to share Gleaming Quills healing. You regain half of the restored HP rolled (rounded down if odd), and the touched ally gains the same amount of HP. (If rolled HP is odd, round down. Ex: Rolled 7 HP. 7/2 = 3 HP per player) 

When you reach 6th, 10th, 14th, and 18th level, you add on 1d6 damage for Gleaming Quill, and 1d6 healing on hit for Flock Together.

Fey Feathers

Also at 3rd level, you can channel specific abilities through the magic flowing in your feathers. Fey Feathers are known for their vast ability to heal, cure, and defend those in need or in trouble. You may expend the use of Fey Feathers in three ways.

Down of Intiative: When you roll for initiative, you gain temporary HP equal to 1d4 + your Levels added into the Bard Class. (Levels added to multiclasses do not count towards this feature.)

Pinion of Inspiration: You may expend one use of Bardic Inspiration to replenish your temporary HP equal to 1d4 + your Levels added into the Bard Class. You may only replenish up to the original value of the temporary HP rolled Down of Initative. The temporary HP does not stack.

Remex of Recovery: You may expend one use of Bardic Inspiration to replenish your Peacock Quill Pool. As a bonus action, roll 1d4. You gain that many Peacock Quills. You may only use this after your action, and not before.

For every five levels, you may add 1d4 additional to your Down of Initiative roll, which decides your cap every encounter. This added 1d4 does not apply to Pinion of Inspiration, which only recovers temporary HP equal to 1d4 + your Levels added into the Bard Class at all levels.

Battle Dance

At 6th Level, your speed and prowess gifts you the chance to aid an ally in grave danger. The feathers of a fey never let a friend in need go without help.

Battle Dance: As a reaction, you may expend one Peacock Quill to jump from your current location to an ally who is being attacked, with a range of 15 feet. (You may not use the feature if the attack is an attack of opportunity.) After reaching your ally, you touch them, delivering them 1d4 temporary HP. This temporary HP may only exist to mitigate damage of one attack, and is lost if not fully consumed when the hostile creatures attack finishes.

One expended use of Peacock Quill allows you two of these reactions. Each reaction does not need to jump to the same ally, does not need to jump on the same turn, and each reaction can be used on the same attacker, even if they are performing a multiattack.

Once used, you may not use the Battle Dance Reaction until you have completed your next turn after use.

The temporary HP recieved increases by 1d4 at 7th, 10th, 15th and 18th levels.

Grand Entrance

At 6th Level, your presence alone exudes tremendous stage presence, and the very essence drops off of you through your feathers. Sometimes, this builds up, and a pose must be struck to release all of the pent up energy.

Grand Entrance: As an action, you may expend two Peacock Quills to leap 15 feet to a surface you can stand on and create a 15 foot radius circle around you. Each hostile creature in this circle must make a CHA saving throw against your spell save DC. Then. STRIKE A POSE!

On a failed save, the pose you strike is so monumental and memorable, the very sight of your beauty  bursts through those around you. Each hostile creature in the circle is dealt 3d6 radiant damage, and is knocked off balance. The next attack against a creature knocked off balance has advantage. 

On a successful save, your pose radiates energy, but the creature is not very impressed. A passing creature is only dealth half damage, is not knocked off balance, and no advantage is gained against them.

The damage dealt is increased by 1d6 at 10th, 14th and 18th Level.

The Quickness

At 14th Level, your radiance begins to show no bounds, though it soon becomes hard to suppress. You practically glow, and retain youth much longer, and age slower than if you had not been polymorphed. You have learned how to truly drop jaws, your dances and physic able to snatch the gaze of any you touch.

The Quickness: As an action, you may expend two Peacock Quills to double your movement to 60 feet until the end of your turn. You must use all 60 feet of movement. You will not provoke attacks of opportunity when moving. You attempt to touch as many hostile creatures you can reach as you move, and any creature not in touch range is not effected. If you have disadvantage on any checks to move, or are contained in a space with no hostile creatures, The Quickness immediately fails. Hostile creatures touched by you must make a CHA Saving Throw against your spell save DC. 

On a failed save, hostile creatures are dealt 8d6 radiant damage, and are charmed until the end of your turn. are alloted, and must use 5 feet of movement to approach your final location after all 60 feet of movement has been used. They will not intentionally put their life at risk or step into dangerous terrain, and will not follow commands. 

On a successful save, creatures touched are dealt half damage, but are not charmed and do not take any movement.

Lover's Leap

At 14th Level, your marvelous displays and charming face are absolutely infectious. People can't get enough of you once they see plenty of you, and are willing to get more up close and personal in the heat of battle just to see you strut like a duck to water. And you are more than willing to let them get closer!

Lover's Leap: As an reaction, you may expend three Peacock Quills to Dash, without provoking attacks of opportunity, to an ally that has been reduced to 0 HP, with a range of 120 feet. Upon reaching your destination, you touch your ally, and may expend on use of Bardic Inspiration. They are no longer unconcious, and gain 1HP. Lover's leap expends a massive amount of energy, and cannot be used again until you have finished a Long Rest.

Lover's Leap cannot be used if the target ally is dead (Has taken their maximum HP in damage after reaching 0 HP). 

Previous Versions

Name Date Modified Views Adds Version Actions
1/22/2020 4:49:46 AM
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