Bard
Base Class: Bard

Bards of the College of Emotion can bring even the most stoic of soldiers to tears and cause the most joyous of fools weep. Their influence over the weave can cause emotions to bolster their companions and debilitate their foes. Their inspiration knows know bounds transplanting itself directly into the mind whether their allies can hear them or not. 

Empathetic Aura

Starting at 3rd level, your consciousness expands beyond your body and you can gain insight and mild influence into the emotions of the people around you. As a bonus action you can activate your Empathetic Aura, allowing you to detect the presence and direction, but not distance, of thinking creatures (Intelligence of 4 or higher) within 60 feet for the next 10 minutes. While this aura is active you do not need to see someone in order to inspire them, and they do not need to hear you. You can activate your aura a number of times per day equal to your proficiency bonus.

Emotional Inspiration

At 3rd level, your inspiration can also come with strong emotions. Whenever you inspire a creature you can also pick one of the emotions from below. The benefits last until that creature uses the inspiration or loses it:

Joy. The creature's speed increases by 10 ft.

Anger. The creature gains a bonus to weapon damage rolls equal to your proficiency bonus.

Courage. When the creature rolls the inspiration, they can roll the die twice and take the higher number.

Overwhelming Sympathy

By 6th level, you have gained the ability to force and trigger emotional reactions in your enemies. While your Empathetic Aura is active you can use your action to force a creature within 60 feet to make a Wisdom saving throw. If they fail you can choose one of the emotions from below:

Sorrow. The creature has disadvantage on Wisdom (Perception) and Wisdom (Insight) checks.

Anxiety. The creature has disadvantage on Dexterity saving throws.

Lethargy. The creature's speed is halved.

Each one of these emotions lasts until the end of your next turn.

Numbing Charm

At 14th level, you emit a field of psychic energy that wears down your opponent's mental defenses. Hostile creatures within 30 feet of you have disadvantage on Wisdom saving throws.

Comments

Posts Quoted:
Reply
Clear All Quotes