Bard
Base Class: Bard

They are used to the grim events that happen in the world and the tragic irony of life and death. Most bards who buried friends, loved ones or their own dreams tend to explore those emotions and join the college of the grim. Others might take your tales as a warning or just as made stories to scare people. Your specialty is harming and demotivating your enemies.

But watch out. Or you might become the monster of your own tale

Additional Spelllist

You gain these additional spells as your level progresses:

3rd: Infestation, Toll the Dead, Cause Fear

5th: Speak with Dead, Summon Shadow Spawn

7th: Contagion, Hallow

These spells count as Bard spells for you and do not count towards your maximum number of spells.

Negative Impact

Starting at 3rd level, when you cast a spell (not including cantrips) that harms your enemies or imposes a penalty on them, you can amplify the effect. When imposing a negative effect (damage, disadvantage or penalties) with a spell attack you can cast the spell one level higher than the normal level you cast it on.

You can use this feature a number of times equal to your proficiency bonus.

Shivering Tale

Starting at 3rd level, you can expend one use of your bardic inspiration die to start a performance (make a performance check) that will make your enemies shiver. Choose one of the eight tales of horror, which then takes effect immediately.

 Wendigo: One creature that can hear you and is no more than 60 ft. away from you makes a Constitution saving throw. On a failed save the creature's speed is halved and it has disadvantage on its next saving throw.

Vampire: Choose three creatures that can hear you and are no more than 15 ft. away from you, who make a Constitution saving throw. On a failed save each of the creatures take necrotic damage equal to your Charisma modifier plus your proficiency bonus and receive one level of exhaustion. On a successful save the creatures just receive a level of exhaustion. For every point of necrotic damage dealt you gain one point of temporary hitpoints.

Will 'o' Wisp: Choose an area of 60 * 60 ft. that is no more than 120 ft. away from you. That area becomes enchanted, which lasts for 1 hour. While the area is enchanted any creature entering it must succeed a Wisdom saving throw or be charmed for the duration of the area. In that area you can also create illusions as if you would cast the Silent Image or the Major Image spell. The creatures can see through the illusions with a successful Intelligence (Investigation) Check.

The Wilds: Choose three creatures in an area with a 30 ft. radius centered around you. The three creatures each make a Dexterity saving throw or be incapacitated by veins and plants sprouting out of the ground. At the start of each of their rounds they can try to escape the veins with a successful Strength Check (DC 11).

Disease and Sickness: Choose three creatures that can hear you, which can be up to 30 ft. away from you. Each of the three creatures makes a Constitution saving throw. On a failed save the creatures take poison damage equal to your Charisma modifier and be knocked prone. The creatures can spend their next turn standing back up and recovering from the effect. On a successful save the creatures just take the poison damage.

The Dark: All creatures in a 30 ft. radius from you make a Wisdom saving throw or be blinded or deafened for a number of rounds equal to your proficiency bonus.

 

The DC for these effects is your normal spellsave DC (8 + Charisma modifier + proficiency bonus).

Mood Killer

Starting at 6th level, you can demotivate your enemies. Choose one creature which is about to make a roll (attack, ability check or saving throw), as a reaction you can subtract your spellcasting modifier plus proficiency bonus. You must use this feature before the DM announces if the roll succeeds or fails.

When you use this feature, you can't do so again until you finish a long rest.

Grim Profession

Starting at 6th level, you can no longer be frightened and have resistance to psychic damage.

Sorrowful Influence

Starting at 14th level, you can use the Mood Killer a number of times equal to your proficiency bonus.

Previous Versions

Name Date Modified Views Adds Version Actions
6/15/2021 11:55:31 PM
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6/22/2021 12:07:47 AM
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