Bard
Base Class: Bard

Bards from the College of Drama are as fantastical as they come. While other bards may choose to tell stories for the public to hear, to share knowledge, or inspire others, these bards strive to put on a show.

Some bards from this college are stage-hungry and wish to be the star of every show, while others want to make the world their show. Even the littlest details can be thrown into outlandish proportions with these bards, and no one is safe from the after effects.

The magic they weave into their songs can make even the greatest of foes question their own actions, and make the most harmless of creatures seem dreadful. Even when a bard of this college falls in the midst of combat, they can strengthen their friends in the most dramatic of ways.

Dramatic Exit

When you join this College at 3rd level, you learn how to exit combat in dramatic fashion.

When you take damage, and you are not Incapacitated, Grappled, or Restrained, you can use your reaction to exaggerate the pain you took, and move away from your attacker by up to half your walking speed without provoking opportunity attacks.

You can use this a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Lecture The Enemy

Also at 3rd level, you can scold a specific enemy for even thinking about attacking you.

As a bonus action, you can expend a use of your Bardic Inspiration to target a creature within 30 ft. of you that can see and hear you. Roll your Bardic Inspiration die, and the creature must subtract the total from any attack roll it makes until the start of your next turn.

Exaggerated Tale

At 6th level, you can weave a tale of grandiose proportions about one of your allies, striking fear into the hearts of all who wish to do harm to them.

You can use an action to tell a story about a friendly creature that you can see within 30 ft. of you. Choose a number of creatures within 60 ft. of you that can hear you and see the subject of the story up to a number equal to your Charisma modifier (minimum of 1). Each creature you choose to hear the story must make a Wisdom saving throw against your spell save DC, or be Frightened of the subject of the story for 1 minute.

For the duration, the subject of the story can use an action to scare off a creature that is Frightened by it, causing the target to use its reaction to move up to its speed away from the subject. If a creature moves to a location where it doesn't have line of sight to the subject of the story, the it can repeat its saving throw, ending the effect on itself on a success. When the effect ends, the target will have no recollection as to why it was frightened of the subject.

Once you use this feature, you cannot use it again until you finish a short of long rest.

The Show Must Go On

At 14th level, you can inspire others to continue onward when you fall in battle.

If you are reduced to 0 hit points, you can choose a friendly creature within 60 ft. of you to take up your mantle as you fall unconscious. The target gains a number of temporary hit points equal to twice your Bard level.

Additionally, the target's speed doubles, and can roll your Bardic Inspiration die before each of its attack rolls, adding the result each time to the total, for 1 minute. While having taken up your mantle, the target's movement does not provoke opportunity attacks, as it moves swiftly in your honor.

Once you use this feature, you cannot use it again until you finish a long rest.

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