Base Class: Bard
Bards of the College of Repulsion are as skilled as any other. However, their true skill, their defining trait, is their ability to manipulate their performances and lace them with magic in order to discomfort and repel unwanted viewers, be it tyrannical royalty or hostile monsters. Skilled ones of this college can even transfer this deterring magic to others, which can be a benefit or a detriment to the target.
Repelling Speech
When you join the College of Repulsion at 3rd level, you learn how to manipulate your voice's intonation and volume to repel and deter others. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. That creature must move that many feet away from you, times 5. They will not move into terrain that is dangerous to them (i.e. a fire or a pit trap.) The creature is immune if it can’t hear you or if it’s immune to being charmed.
Discordant Noise
Also at 3rd level, you learn how to perform a magic infused-tune in just the right way to discomfort others to the point of a physical effect. As an action, you can play music or sing. Choose a number of creatures within 60 feet of you who could hear it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be stunned until your next turn. If a target succeeds on its saving throw, the target has no hint that you tried to stun it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Repulsive Enchantment
At 6th level, you can enchant a creature, infusing them with repelling energy. As an action, target 1 creature within 60 feet of you. Choose one of two options:
- The target has disadvantage on all Charisma rolls and saving throws. Along with this, any creatures the target has charmed within 45 feet of it have the effect end on them, and they immediately become hostile towards the target.
- Any creature who targets the target with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect doesn't protect the target from area effects, such as the explosion of a fireball. Along with this, any hostile creature moving within 5 feet of the target must make a Wisdom saving throw. On a fail, the creature's speed becomes 0 for the rest of the turn.
Both enchantments last for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Absolute Repulsion
At 14th level, with merely a flourish, a few words, and a couple music notes, you can create an aura of pure repelling energy. As an action, you can create this aura. All hostile creatures within 30 feet of you make a Charisma saving throw. On a failed save, a creature takes 3d8 psychic damage and must immediately move as far as its speed allows away from you, even if that means moving into dangerous terrain. On a successful save, they only move half their movement (rounded down to the nearest multiple of 5) and take half as much damage. Afterwards, if a creature attempts to move within 10 feet of you, they must make a Charisma saving throw. On a failed save, they must move elsewhere or stop before they move within the radius.
If you take damage while this effect is active, you must make a Constitution saving throw, with a DC of 10 or half the damage you took, whichever is higher. On a fail, the effect ends. Otherwise, this effect lasts for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/17/2021 4:57:58 PM
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