Base Class: Bard
Bards of the College of Blood entertain, help, and hinder with the power of blood songs. Those that begin to study this college often turn away, after seeing the strange and darker side of it. Those that remain become powerful manipulators of the lifeblood living in all humanoids.
Their talent with these blood songs leads bards in the college of blood to stay near civilization, though some prefer to travel away from people, keeping the secrets of blood songs to themselves. However, most Blood Bards revel in performing their tenebrous songs for the masses.
Bonus Proficiencies
When you join the College of Blood at 3rd level, you gain proficiency with medium armor and martial weapons.
In addition, if you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells, provided that the weapon is coated in blood.
Blood Song
At 3rd level, you learn the secret art of the blood song, signature of blood bards. As a bonus action, you can play either the Blood Song of Healing or the Blood Song of Harming. You have a number of songs equal to your proficiency bonus, which are detailed below. The first time you use a blood song after each long rest, you don't expend a use. All other times you use a song, you expend a use.
- Blood Song of Healing: When you play the song of healing, it accelerates the natural healing process of the body. Choose a number of willing creatures you can see within 20 feet if you, up to a number equal to your Charisma modifier (minimum of one). Each of them regains a number of hit points equal to a roll of your bardic inspiration die + your proficiency bonus (this does not expend the bardic die).
- Blood Song of Harming: When you play the song of harming, it causes wounds to open, deepen, and exsanguinate. Choose a creature you can see within 20 feet of you that has blood. That creature must succeed on a Constitution saving throw against your spell save DC, or take Blood damage equal to your proficiency bonus at the start of each of its turns for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Blood Songs
Starting at 14th level, you have mastered the secret art of blood songs.
Whenever you use your blood song of healing and roll a bardic die, you can roll an addition die and add it to the total.
Whenever you use your blood song of harming, you now add additional blood damage equal to your constitution modifier at the start of each of the creature's turns.
In addition, you can use your action to enter a blood dance for up to 1 minute. You can end the blood dance at any time, requiring no action. While you are in the blood dance, you can use blood songs without expending a use. Once you use this feature, you can't do so again until you finish a long rest.
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