Bard
Base Class: Bard

Bards of the College of Entropy are called Doomers, and they spread the joys of entropy to those they encounter. Doomers train to harness the beauty of Evocation magic and swordcraft, and mock combats. Though they use their weapons to destroy, they are also highly trained and skilled in coercion.

Their talent with weapons inspires many Doomers to lead double lives to avoid run-ins with the law. One Doomer might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other Doomers strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a Doomer’s talent for the excitement it adds to a performance, but few entertainers fully trust a Doomer in their ranks

Bonus Proficiencies

When you join the College of Entropy at 3rd level, you gain proficiency with medium armor and Martial Weapons.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Entropic Blades

At 3rd level, you learn to perform impressive displays of Entropy.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Entropic Blade options of your choice. You can use only one Entropic Blade option per turn.

Destructive Blow. You can expend one use of your Bardic Inspiration and deal an extra 2d6 Necrotic Damage to the target. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 4d6 at 10th level, and 5d6 at 15th level.

Disruptive Blow. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and the target must make a charisma saving throw equal to your spell save DC or be under the effects of a Bane spell without need of concentration.

Draining Blow. You can expend one use of your Bardic Inspiration and deal extra damage to your target based on what you roll on your Bardic Inspiration Die. You can then immediately restore hit points equal to total rolled on the inspiration die

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Destructive Force

Starting at 14th level, your presence remains on an enemy you have hit with your entropic bade feature. When you hit with it, the target also takes ongoing necrotic damage equal to half your level in this class at the start of its turn. If the target is ever more then 30ft away from you this effect ends. 

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