Bard
Base Class: Bard

The College of Revels (members of it were known as Revelers), along with their rise and fall, is tied to the God Xenagos. Xenagos was a satyr Planeswalker, one who can travel between worlds. Before he traveled he was content to be a King among his people, but after that and seeing how he was insignificant in other worlds, he decided to become something more: a God. In order to ascend he used revels influenced by his magic to propel his ascension as the God of Revels. The main one (known as the Great Revel) was in Akros after a war he instigated between them and the minotaurs, however, that was not the only one. The College of Revels, on its surface, was a collection of satyrs that used their magic to make sure that everyone had a good time, lending their magic to ease others' burdens and make it so everyone could just forget any of their problems and just enjoy life, and encourage people to follow them home to the Skola Vale. However, the truth was much darker. They were agents of Xenagos, and their benevolent visage was a front to draw upon the energy the revels produced to empower him. They also used their power to do his bidding in other faculties, making people trust them or forget their duties so they could go unchallenged, or binding people into revels so they can sneak off unnoticed. They also inducted the ones that followed them into the Cult of Horns (below), making them part of more extreme revels to fuel Xenagos for his ascension.

However, when Xenagos ascended, the College was no longer needed, and after people realized what the College had been doing for him the other races hunted the Revelers to extinction, making sure they could no longer increase his power. By the time that Xenagos himself fell, all the Revelers had been sent to the Underworld...however, in Theros that's hardly a permanent thing, and maybe a few of them might have Returned to spread chaos in his name even after he passed.

Cult of Horns. Frequently humans come to Skola in search of endless pleasure without consequences. When they first arrive, they are courted by the satyrs. They are told they will learn the mysteries of Nyx. They enjoy days of revelries, music, and ecstatic dance—all without a care in the world. Inevitably, the hospitality gives way to something more sinister, and these unsuspecting humans find themselves conscripted into service of the satyrs.

The satyr sybils decide when these newcomers are ready for full initiation rites. Many humans undertake the rites, never knowing the joke is on them, and are awarded a crown made of broken horns—a symbol of mockery. Once given the crown, they are known as Stubs. They are assigned menial, humiliating tasks. Enchantment magic keeps them in the thrall of the satyrs until, inevitably, the satyrs tire. Then the Stubs are deserted in the wild chaparral, where they awake hours later, alone, dazed, and ashamed. Out of embarrassment, Stubs seldom tell the true story of their time with the satyrs.

Many perpetuate the myth of the joy and excitement of their time in Skola, encouraging the younger generation to "sow their wild oats" among the satyrs.

 



Reveler's Guile

At third level, in order to convince people to play along whether they're honest or not, Revelers gain proficiency in Deception and Persuasion.

Wrath of Revels

Fill target enemy with the power of Xenagos and make them succumb to his revels. You can spend a Bardic Inspiration roll to give an opponent a bonus to an attack roll, however, they must use that attack on the nearest creature that's not you.

Taste of the Revel

Lacing their words with the power of the Revel, the Reveler energizes a target and makes them friendly to them (as the friends cantrip except for 1d4 minutes). During the duration of the spell, the target is visibly energetic and in a partying spirit that may be noticeable to their allies. After the high of the spell ends, instead of being hostile the target is drained of their energy and has amnesia of what happened during the effects of the spell.

Fest or Fight

Once per long rest you may unleash a surge of raw primal energy, affecting creatures around you. Every creature within a 15 feet radius of you must make a Wisdom saving throw. Flip a coin, and if you call it right you get to choose, call it wrong and the DM gets to choose:

Fest: Every creature that failed its saving throw is charmed and ceases all activity to instead party. On each of their turns, they must perform a DC 10 performance check. On a failed check they trip and fall prone.

Fight: Every creature that failed the saving throw is filled with a drunken rage and immediately starts to attack the target closest to it other than you.

Regardless of the effect the targets can make a Constitution saving throw at the end of each turn, and are immune to the effect for 24 hours.

 

Comments

Posts Quoted:
Reply
Clear All Quotes