Bard
Base Class: Bard

This is a subclass that requires the race Vastayan - Peacock. It will not make sense otherwise. 

The Charmer is an entertainer at heart, with not only the ability to draw in a croud, but also the enemy. Mobile, Agile and an overall slippery; the Charmer likes to keep their distance while utilizing their allies for protection and movement. The Charmer is not cruel however and provides benefits for their stepping stones.

Fey Feathers

You are able to utilize your feathers as weapons, no matter how beautiful they may be, using Slapping Feathers you can make melee attack rolls that deal 1d4 bludgeoning damage with a range of 10 feet.

Gleaming Quill: You fling a magic feather at a target and deal 1d6 radiant damage. Once you hit a creature with your feather, you may touch an ally to heal them for 1d6 HP if you move within touch range of one.

The damage and the healing increases by 1 die at 6th, 9th, 12th, 15th and 18th level

At 12th level, the damage and healing die become d8

Battle Dance

As a bonus action, you may use a point of Bardic Inspiration to jump to an ally from up to 30 feet away twice without provoking attacks of opportunity, healing them for 1d4 and giving them temp HP for 1d4. You do not have to use your jumps in succession. 

The healing and temp HP die increases by 1 at 7th, 10th,15th and 18th levels

At 15th level the die becomes a d6

Grand Entrance

As an action, you jump 30 feet away without provoking attacks of opportunity and create a 15 foot radius circle around you. The circle deals 6d4 radiant damage and knocks creatures prone. Creatures inside the circle make a DEX Saving Throw against your spell save DC. On a success, creatures take half damage and are not knocked prone.

The damage increases by 1 die at 9th, 12th, 15th, 18th

The Quickness

As an action, you gain double movement speed and don't provoke attacks of opportunity until the start of your next turn. All hostile creatures you reach within touch range takes 10d6 radiant damage and become charmed by you until the end of your turn. When your turn ends, each charmed creature uses their reaction to move their movement speed toward you. All creatures you touch makes a CHA Saving Throw. On a success, creatures are not charmed and are dealt half damage

Damage increases by 1 at 17th and 20th levels

Previous Versions

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12/3/2019 7:09:38 AM
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10/25/2020 8:57:20 PM
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