Recently I've been working on a couple of bard subclasses, one focused on mocking/insulting people (College of Quips) and the other focused on healing/supporting (College of Companionship). I think I'm getting pretty close to finishing both of them, (though I still need to work on the subclass description) but just wanted to see what you guys had to say about what I have so far and what you think might need to be changed.
College of Companionship
Insightful Nature
When you join the College of Companionship at 3rd level, you gain proficiency in Insight and one of the follow skills; Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Soothing Words
Starting at 3rd level, your words of comfort have soothing effect causing them to heal those whom they are intended for. As a bonus action, you can expend one use of your Bardic Inspiration to heal a target within 60 feet of you that you can see. The target restores a number of hit points equal to Bardic Inspiration + your Charisma modifier (minimum of 1).
Improved Countercharm
At 6th level, the Countercharm feature gains the following benefits:
When you use the countercharm feature, the effect lasts for a number of rounds equal to your Charisma modifier (minimum of 1) as long as you can maintain the performance for the duration.
Creatures under the effects of countercharm have advantage on saving throws against enchantment spells, and are immune to the charmed and frightened conditions.
Words of Encouragement
Also at 6th level, when taking a short reprieve from adventuring, you bolster the spirits of your companions. When a creature benefits from your Song of Rest feature, they gain temporary hit points equal to half your bard level. While a creature these temporary hit points, it has advantage on saving throws against being charmed or frightened.
Soothing Reinforcement
Starting at 14th level, your words carry more weight behind them, giving more impact to those who hear them. When you restore hit points using the Soothing Words feature, the creature also gains temporary hit points equal to the amount restored.
College of Quips
Experienced Heckler
When you join the College of Quips at 3rd level, you've learned how to shape your insults to alter how people respond to them. You learn the Vicious Mockery cantrip if you don’t already know it. Whenever you cast Vicious Mockery, you can choose to deal no damage with the spell and you can choose to not impose disadvantage on the creature's next attack roll a failed save to instead apply one of the following effects:
Crippling Comment. You reduce the target’s speed by 10 feet until the start of your next turn.
Distracting Obscenity. The next attack roll made against the creature before the start of your next turn has advantage.
Pestering Joke. The creature has disadvantage on its next ability check until the start of your next turn.
Vicious Jab. The damage die becomes a d8. If the target fails the saving throw by 5 or more, the damage die becomes a d12.
Grab Attention
Starting at 3rd level, as a bonus action you can expend a Bardic Inspiration die in an attempt to distract a foe. Choose a creature that you can see within 60 feet of you to make a Charisma saving throw against your bard spell save DC. On a failed saving throw, the creature loses concentration and takes psychic damage equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier (minimum of 1). The creature automatically succeeds the saving throw if it cannot hear or see you.
Improved Countercharm
Starting at 6th level, your countercharm feature gains the following benefits:
When you use the countercharm feature, on subsequent turns you can use your bonus action to extend the duration to the end of your next turn, for up to 1 minute.
When a creature enters or starts their turn within 30 feet of you, it gains either a +2 bonus or -2 bonus (your choice) to saving throws against spells that impose Intelligence, Wisdom, or Charisma saving throws. If a creature cannot see or hear you, this feature has no effect on it.
Stinging Words
Also at 6th level, those around the individual who you mock even feel the sting of your words. When a creature fails the saving throw against the Vicious Mockery spell, each creature of your choice within 5 feet of the target takes psychic damage equal to your Charisma modifier (minimum of 1).
Opportunistic Insult
At 14th level, you never seem to miss an opportunity to heckle someone when they fail. Whenever a creature within 60 feet that you can see misses an attack, fails an ability check or a saving throw. You can cast Vicious Mockery at the creature as a reaction by spending one of your Bardic Inspiration dice and adding the result to the damage of the spell.
In addition, the following options are added to your Experienced Heckler feature:
Condescending Remark. The creature has disadvantage on its next saving throw until the start of its next turn.
Enraging Truth. The creature immediately uses its reaction to move a distance equal to half of its speed toward you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. This movement doesn’t provoke opportunity attacks.
Polysyllabic Pun. The creature immediately uses its reaction to attack a random creature within reach with a melee attack. If there is no target in range, nothing happens.
Recently I've been working on a couple of bard subclasses, one focused on mocking/insulting people (College of Quips) and the other focused on healing/supporting (College of Companionship). I think I'm getting pretty close to finishing both of them, (though I still need to work on the subclass description) but just wanted to see what you guys had to say about what I have so far and what you think might need to be changed.
College of Companionship
Insightful Nature
When you join the College of Companionship at 3rd level, you gain proficiency in Insight and one of the follow skills; Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Soothing Words
Starting at 3rd level, your words of comfort have soothing effect causing them to heal those whom they are intended for. As a bonus action, you can expend one use of your Bardic Inspiration to heal a target within 60 feet of you that you can see. The target restores a number of hit points equal to Bardic Inspiration + your Charisma modifier (minimum of 1).
Improved Countercharm
At 6th level, the Countercharm feature gains the following benefits:
Words of Encouragement
Also at 6th level, when taking a short reprieve from adventuring, you bolster the spirits of your companions. When a creature benefits from your Song of Rest feature, they gain temporary hit points equal to half your bard level. While a creature these temporary hit points, it has advantage on saving throws against being charmed or frightened.
Soothing Reinforcement
Starting at 14th level, your words carry more weight behind them, giving more impact to those who hear them. When you restore hit points using the Soothing Words feature, the creature also gains temporary hit points equal to the amount restored.
College of Quips
Experienced Heckler
When you join the College of Quips at 3rd level, you've learned how to shape your insults to alter how people respond to them. You learn the Vicious Mockery cantrip if you don’t already know it. Whenever you cast Vicious Mockery, you can choose to deal no damage with the spell and you can choose to not impose disadvantage on the creature's next attack roll a failed save to instead apply one of the following effects:
Crippling Comment. You reduce the target’s speed by 10 feet until the start of your next turn.
Distracting Obscenity. The next attack roll made against the creature before the start of your next turn has advantage.
Pestering Joke. The creature has disadvantage on its next ability check until the start of your next turn.
Vicious Jab. The damage die becomes a d8. If the target fails the saving throw by 5 or more, the damage die becomes a d12.
Grab Attention
Starting at 3rd level, as a bonus action you can expend a Bardic Inspiration die in an attempt to distract a foe. Choose a creature that you can see within 60 feet of you to make a Charisma saving throw against your bard spell save DC. On a failed saving throw, the creature loses concentration and takes psychic damage equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier (minimum of 1). The creature automatically succeeds the saving throw if it cannot hear or see you.
Improved Countercharm
Starting at 6th level, your countercharm feature gains the following benefits:
Stinging Words
Also at 6th level, those around the individual who you mock even feel the sting of your words. When a creature fails the saving throw against the Vicious Mockery spell, each creature of your choice within 5 feet of the target takes psychic damage equal to your Charisma modifier (minimum of 1).
Opportunistic Insult
At 14th level, you never seem to miss an opportunity to heckle someone when they fail. Whenever a creature within 60 feet that you can see misses an attack, fails an ability check or a saving throw. You can cast Vicious Mockery at the creature as a reaction by spending one of your Bardic Inspiration dice and adding the result to the damage of the spell.
In addition, the following options are added to your Experienced Heckler feature:
Condescending Remark. The creature has disadvantage on its next saving throw until the start of its next turn.
Enraging Truth. The creature immediately uses its reaction to move a distance equal to half of its speed toward you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. This movement doesn’t provoke opportunity attacks.
Polysyllabic Pun. The creature immediately uses its reaction to attack a random creature within reach with a melee attack. If there is no target in range, nothing happens.
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фуу говно рома не бери этот кал
пошел вон отсюда
class govno