Bard
Base Class: Bard

Bards that find themselves part of the College of the Banshee do not seek out great social gatherings as their other bardic brethren do. Instead one would likely find them in solitude near ancient ruins, crypts and graveyards carrying out a solemn duty such as keening for the undead to keep them placid and silent or reinforcing a magical seal by channelling the weave of magic into it via song.

As a result of their prolonged exposure to the necrotic energies of their charges, the bards of the College of the Banshee are altered both physically and mentally. These alterations can make them appear distant or otherwise distracted during moments of rest, seek the peace and quiet of a small group rather than a rowdy crowd when confronted by a social setting and imbue them with abilities considered otherworldly.

Vitality Attunement

As an action you can briefly attune yourself to the lifeforce of creatures around you. You sense the presence of creatures up to 1 mile away that aren’t undead or constructs. You know the general direction they’re in but not their exact locations.

Corruptive Gesture

Starting at 3rd level, you learn Hex and you can cast it without expending a spell slot or choose an ability score of a target in a 30ft range and impose disadvantage on the next saving throw made with that ability score. When you learn Hex from this feature, the spell doesn't count against your number of spells known. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses of this feature.

Unnerving Presence

At 3rd level when a creature that you can see within 30 feet of you makes an attack roll or an ability check, you can use your reaction to expend one use of Bardic Inspiration and roll a Bardic Inspiration die. The target must succeed on a Wisdom saving throw against your spell save DC plus half the number rolled (rounded down). If it fails the saving through, the attack roll or ability check is made at disadvantage and its movement halved until the end of your next turn.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. The creature is immune if it can't hear you, see you or if it's immune to being charmed.

Cryptic Inclination

Starting at 6th level, you can choose either Cold, Necrotic or Poison damage when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature.

Cursing Glare

Also at 6th level you learn Bestow Curse and can cast it without expending a spell slot. When cast using this feature, Bestow Curse can now also be cast at a 30ft range. When you learn Bestow Curse from this feature, the spell doesn't count against your number of spells known. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses of this feature.

Bond of the Banshee

Starting at 14th level, your affinity with the incorporeal undead allows you draw upon their aspects in times of need. As an action, you can invoke their energies for one minute to grant you the following:

Speed: fly 40ft (hover)

Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Cold, Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision 60ft

Detect Life: You can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. You knows the general direction they’re in but not their exact locations.

Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. you take 5 (1d10) force damage if you end your turn inside an object. When this feature ends if you occupy the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Death Wail: If you drop to 0 hit points by an attack roll or an ability check by a creature within 90 feet of you whilst under the effects of Bond of the Banshee you release a wail at the creature. The creature must make Constitution saving throw against your spell save DC. On a failure, a creature drops to 0 hit points. On a success, a creature takes 23 (7d6) psychic damage. This wail has no effect on constructs or undead.

You regain the use of this feature when you finish a long rest.

Previous Versions

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