Base Class: Bard
Bards of the College of Mirth study the essence of the Blessed Fields of Elysium and channel the plane's overwhelming joy into their music. Everywhere they go, they strive to bring humor and good cheer. Some who listen find the music touches something inside them, awakening a desire to be a better, kinder version of themselves.
Some worship one of the deities who makes their divine realm in the Blessed Fields, but many just wish to spread bliss and good will in any form. Those who learn about the plane second hand often try to make a pilgrimage at some point, and as such, these bards are more often found wherever portals or other means of planar travel might help them reach Elysium.
Good-Natured
When you join the College of Mirth at 3rd level, you gain proficiency in Animal Handling and Persuasion. You also learn Celestial. If you already possess one of the proficiencies, you may choose another of the same type (skill or language).
Additionally, if your DM uses the optional rules for unique planar characteristics, you are immune to the Overwhelming Joy effect of Elysium, since you carry a piece of that joy with you everywhere. You have advantage on saving throws against any other planar effect.
Songbird Kinship
Bards of the College of Mirth find a spiritual kinship with Elysian thrushes, songbirds from the Blessed Fields. At 3rd level, you acquire an Elysian thrush as a companion. This functions as a specialized Find Familiar spell. The thrush has the abilities of a raven except that it shares your Charisma and adds your proficiency bonus to Charisma (Performance) checks. The DC for its Mimicry ability is equal to your Spell Save DC.
If your songbird accompanies you when you perform a Song of Rest, any friendly creature effected gains two die of hit points, instead of one.
Infectious Merriment
At 6th level, when you give a creature a Bardic Inspiration die, they can join in your performance and share the good will. To do so, as a reaction they choose one creature other than themselves within 60 feet of them who can hear them. That creature gains a d4 Bardic Inspiration die.
The Bardic Inspiration die changes when you reach certain levels as a bard. The die becomes a d6 at 10th level and a d8 at 15th level.
Elysian Ballad
At 14th level, you acquire an ability to tap into the goodness of another's heart. As an action, choose one creature within 60 feet who can hear you. They must make a Wisdom saving throw against your spell DC. If they fail the saving throw, they are charmed by you for 10 minutes and their alignment changes to the closest Good alignment. Until the effect ends, they behave in the way that they perceive to be the greatest good. They will not attack you or your allies (unless they are known to be evil). They may turn on their own allies, if they believe them to be evil. If you attack the creatures allies (or former allies), they may make an additional save. The effect also ends if you or your allies attack the creature, or if they are the target of a Dispel Evil and Good.
When the creature first fails a saving throw against this effect, roll 1d100. If you roll your bard level or lower, the creature's alignment change is permanent and they may make no more additional saves, even if in combat. If the target is a Celestial, subtract 10 from your roll. If the target is a Fiend, add 10 to your roll.
Once you have used this action, you cannot use it again until you have completed a long rest.
At the DM's discretion, some rare creatures may have no potential for goodness in their hearts and as such, will be immune to this effect.
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