Base Class: Bard
Bards of the College of Peculiar make music to shed light on the unseen. This is sometimes what fuels them to wonder, and their curiosity may lead them to a new legend. The songs they can make may send shivers down anyone's spine or bring a strange sense of mysticality and it is easy to tell a bard of this college from another. They aren't viewed as dangerous by most people because of this since they still can tell quite thrilling stories that are only better through such suspenseful music.
Something Strange
Starting at 3rd level when you choose this college, you gain one of the following abilities called a Peculiarity.
- You can hold your breath for up to 1 hour and you can go without food and water for one week + a number of days equal to your constitution modifier.
- You wear a mask that covers your face. While you wear the mask, you have advantage against being charmed or frightened. When you take off this mask, it disappears and reappears by touching your forehead with two fingers as a bonus action. Only you can wear the mask.
- You learn two cantrips from any spell list.
- You have resistance against poison damage and being poisoned
- Once per long rest, you can switch your intelligence with your strength for 1 minute. This feature cannot be used when being possessed or controlled by another creature.
*You can make your own Peculiarity like snake eyes are tiny bat wings but ask your DM first.
In addition, you can alter your normal races appearance to the DM's discretion. For instance, you may have paler skin then normal or strangely colored eyes or hair, but if you are starting at 1st or 2nd level, then I would suggest altering only looks before choosing this college.
Peculiar Music
When you cast a spell using your instrument of 1st level or higher, you may roll a d10. If it is even, nothing happens. If it is odd, one of the following effects occur according to the number rolled.
1. After casting the spell, you and every creature affected by the spell take necrotic damage equal to double the level of that spell.
3. If the spell is directed towards any target, the target takes 1d6 psychic damage, plus the damage or effects of the spell if any.
5. If the spell is directed towards any target, the target gains 1d8 temporary hit points, plus the damage or effects of the spell if any.
7. You regain all your bardic inspiration uses.
9. After casting the spell, you may choose a number of creatures equal to your charisma modifier (minimum of one) within 60 feet. Those creatures must make a wisdom saving throw. If they fail the saving throw, you can choose to either paralyze them till the end of their next turn or deal 1d4 psychic damage + your charisma modifier to each target. After you roll a 9 to determine the effect after casting a spell, rolling on 9 again has no effect until you take a long rest.
Songs of the Mystic
At 6th level, you mastered a song that suits you. Choose one of the following song effects.
- Lure the Undead: As an action, you make a strange noise with your instrument that is hard to hear for anyone except the undead. Choose a number of undead creatures up to your charisma modifier within range of 120 feet. Each undead creature must make an intelligence saving throw against your spell save DC. If they fail the saving throw, they must use their action on their turn to use the dash action toward you and cannot willingly attack anyone else. If they come within 10 feet of you, they take 3d10 necrotic damage, and half as much if they do not come within 10 feet. If they are reduced to 0 hit points by this attack, they cannot use any feature to regain 1 hit point such as undead fortitude. Once you use this feature, you cannot use it again until you take a long rest. The damage increases to 4d10 at 10th level, 5d10 at 14th level, and 6d10 at 18th level.
- Cry of Hope: You make a sound with your instrument that brings a sense of hope, even during the darkest hour. When a creature attacks you or an ally within 30 feet, you can use this song as a reaction. If the creature's attack would normally reduce your ally to 0 hit points, but not kill your ally outright, your ally instead drops to 1 hit point. The attacking creature then must succeed a wisdom saving throw or take 1d6 radiant damage + your charisma modifier that ignores resistance but not immunity. Once you use this feature, you cannot use it again until you take a long rest.
- Singing Scythe: You learn the 2nd level spell spiritual weapon, but the weapon appears to be a shadowy spectral scythe and a creature takes necrotic damage instead of force damage. This spell does not count towards any of your spells known and counts as a bard spell for you.
Otherworldly Rythme
At 14th level, you have mastered peculiar magic so much so that you feel an otherworldly potential. Choose one of the following options.
- Angelic Rythme: You may play your instrument to fly up to 30 feet without provoking opportunity attacks as an action on your turn. You may also fly 15 feet without provoking opportunity attacks as a bonus action on your turn. You can use this feature a number of times equal to your charisma modifier before you must take a long rest.
- Rebuking Rythme: You know the 1st level spell Hellish Rebuke and it counts as a bard spell for you. This spell does not count towards your spells known. Instead of pointing your finger at the target, you just play a note on your instrument. If you already know the spell, then you may choose another spell from any spell list you can learn. Now when you cast hellish rebuke, you may deal necrotic damage with dark aura engulfing the target instead of fire.
- Eerie Rythme: As an action, choose one creature within 120 feet of you that is concentrating on a spell. By playing your instrument with an eerie sound, that creature must succeed a Wisdom saving throw against a DC of 15 + your Charisma modifier or lose concentration. You cannot use this feature again until you take a long rest.
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