Bard
Base Class: Bard

As the years went on, the drow stopped in their viciousness and murder, and made peace treaties with the folk above the Underdark.  People of all races are now allowed to peacefully travel between all land above and the Underdark.  Kuo-toa and Duregar have grudgingly accepted the treaties, but they don't always follow the laws of either nation.  Some of the younger drow longed to be stronger in their innate magic, and had a love for music and flair, and so started this college.

 

Restriction: Elf(Drow)

Powerful Performance

When you join the College of Drow at 3rd level, you gain the ability to frighten and enthrall people watching your performance.  If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing.  At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one).  Each target must succeed on a Wisdom saving throw or be charmed or frightened (your choice), for 1 hour.  While charmed in this way, the creature is willing to help you with a simple task, such as telling directions around a city, or letting loose the latest gossip.  If a creature is frightened in this way, it is able to move closer to you, but will avoid you in any way possible, and you have advantage on Charisma(intimidation) checks against the creature.  Either/both effects end if you lose concentration, as if concentrating on a spell, or if a creature under the effect takes any damage.  In the latter scenario, the effect only ends on the creature that took damage.

Innate Inspiration

Also at 3rd level, you learn how to use your inspiration to power your innate magic.  As a bonus action, you can expend one use of Bardic Inspiration, and regain one use of a spell from your Drow Magic feature.  You may only regain uses of spells that have been expended.  This applies only to spells from your Drow Magic feature, and not any other feature, such as the Drow High Magic feat.

Sunlight Adaptation

At 6th level, you are able to adapt to the sunlight above ground, and even see well in it.  You remove your Sunlight Sensitivity feature and add your Charisma modifier to any Wisdom(perception) check made in direct sunlight.

Music of the Soul

Starting at 14th level, your powerful words cause all listening to stop in awe.  When you cast a Bard spell of 1st level or higher with Verbal components, you can expend one use of you Bardic Inspiration to cause all creatures affected by the must make a Charisma saving throw against your spell save DC or be stunned until the end of your next turn.  To be eligible for this feature, a creature must have been hit by an attack from the spell, or failed its saving throw against the spell.

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