Base Class: Bard
Bards of the College of Potential use the power and mystique of the dunamis, incorporating it into their words and arcane magics and altering the world around them. A few have met bards from this College, and even fewer have had their lives unaltered in some way.
These virtuosos date back to the Time of Rebirth, when the dark elves stood against their hateful Queen and broke their chains, walking under the sunlight of the wastes of Xhorhas. They were the ones to give strength and hope to the newly freed people, singing about the glorious days yet to come and freedom and prosperity that they bring with them. Gods know that far more would have died in the wastes had it not been for these bards.
Most of them wander through Xhorhas, helping heal its lands and unite its people, who remain scattered and divided even so long after their freeing. Those that do wander farther and venture into wider Exandria rarely share the secrets of dunamancy with people who they do not trust with their lives. Dunamancy and the Luxon are sacred to these bards and they strive to protect them and bring prosperity to the peoples of Xhorhas.
Art #1 - unknown
Art #2 - @totalpartykillr
Adjust Gravity
Starting at 3rd level, as a bonus action, you can use your Bardic Inspiration to boost the gravity around a willing creature that you can see. They get a jumping distance of 90 feet until the end of their next turn.
Words of Potential
Also at 3rd level, you learn how to imbue your words with the power of dunamancy. When you grant a creature your Bardic Inspiration, they get a glimpse of another timeline. They can choose to get advantage on one saving throw or attack roll of their choice within the next minute. A creature can't have multiple stacks of Words of Potential at one time.
Additionally, you gain access to the dunamancy spell list (from "Explorer's Guide to Wildemount").
Power Unlocked
Starting at 6th level, when a creature uses your Bardic Inspiration, they gain different benefits based on the type of the roll, as shown below:
- Attack roll. The attack deals and additional 2d6 force damage.
- Saving throw. The creature's AC is increased by one until the end of their next turn.
- Ability check. The creature regains half of its expended hit dice.
Alter Destiny
Starting at 14th level, as an action, you can alter the reality around up to three creatures of your choice within 60 feet. They have advantage on all saving throws and their weapon attacks deal an additinal 2d10 damage of the weapon's damage type until the start of your next turn.
Each time you use this feature beyond the first, you suffer a point of exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/14/2021 11:36:37 PM
|
11
|
0
|
1, gegara
|
Coming Soon
|
|
|
1/14/2021 11:41:17 PM
|
18
|
0
|
2, gegara
|
Coming Soon
|
Comments