Base Class: Bard
These bars, bestowed with this ability to glimpse into the future are certain of the approach of the End of Times, often because they are the ones facilitating it, and more rarely, because they are trying to prevent it. Whether the apocalypse they for see stems from Gods reining divine light upon the world, or the druidic powers take over the world once more, one thing is for certain, if you hear their prophetic chants, prepare for the worst, because it is coming.
Voice of the Apocalypse
You find it necessary for the ones you talk to to heed your warnings. As such, starting at 3rd level, you gain proficiency in intimidation or persuasion and can add twice your proficiency bonus to any ability checks made with these skills in hopes to convince them of the coming doom.
Intimidation
You gain proficiency in intimidation and can add twice your proficiency bonus to any intimidation checks you make.
Persuasion
You gain proficiency in persuasion and can add twice your proficiency bonus to any persuasion checks you make.
Whispers of Doom
Also at 3rd level, you can give creatures of their impending doom. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you to curse. As long as you concentrate on this curse (as you would concentrate on a spell), they must roll the Bardic Inspiration dice each time they make an attack, and subtract the number rolled from their attack roll.
At 8th and 14th level, you can target one additional creature within range with a single use of this ability, although you need to expend an inspiration dice for each creature.
Cataclysmic Gift
Finally, also at 3rd level, according to which apocalypse you are beckoning, you get new powers. Your physical appearance is altered in accordance to the cataclysm that is to come (translucent skin, inky nails, leafage instead of hair, glowing eyes ect...). Choose from one of the options below:
Otherworldly. You can communicate telepathically to creatures that you can see within 60 feet of you, although they cannot reply in the same manner if they do not possess any form of telepathy.
Devouring Light. You gain resistance to radiant damage. If you are already resistant to it from another feature, once per day you can become immune to one instance of radiant damage.
Shadow Tyrant. You have advantage on saving throws against the frightened condition and gain Darkvision out to 60 feet. If you already possess Darkvision, its range increases by 60 feet.
Nature's Avenger. You gain proficiency in the nature and survival skills, and you learn the spell druidcraft.
Violent Arcana. You learn the guidance cantrip and can cast it a number of times equal to your Charisma modifier. While you concentrate on guidance, the affected creature can add bonus force damage to spells they cast equal to one roll of your Bardic Inspiration die once per turn.
Cataclysmic Gift: Devouring Light
You get new powers, and your appearance chances according to which apocalypse you are beckoning. You gain resistance to radiant damage. If you are already resistant to it from another feature, once per day you can become immune to one instance of radiant damage.
Cataclysmic Gift: Nature's Avenger
You get new powers, and your appearance chances according to which apocalypse you are beckoning. You gain proficiency in the nature and survival skills, and you learn the spell druidcraft.
Cataclysmic Gift: Otherworldly
You get new powers, and your appearance chances according to which apocalypse you are beckoning. You can communicate telepathically to creatures that you can see within 60 feet of you, although they cannot reply in the same manner if they do not possess any form of telepathy.
Cataclysmic Gift: Shadow Tyrant
You get new powers, and your appearance chances according to which apocalypse you are beckoning. You have advantage on saving throws against the frightened condition and gain Darkvision out to 60 feet. If you already possess Darkvision, its range increases by 60 feet.
Cataclysmic Gift: Violent Arcana
You get new powers, and your appearance chances according to which apocalypse you are beckoning. You learn the guidance cantrip and can cast it a number of times equal to your Charisma modifier. While you concentrate on guidance, the affected creature can add bonus force damage to spells they cast equal to one roll of your Bardic Inspiration die once per turn.
Apocalyptic Magic
At 6th level, the apocalypse you beckon expands your powers. Choose one spell from the options given to you below, it can be from the same apocalypse that you choose at 3rd level or a different one. A spell you choose must be of a level you can cast, as shown on the Bard table. The chosen spell counts as bard spell for you but does not count against your maximum number of spells known.
Otherworldly. Any spell from the sorcerer spell list.
Devouring Light. Any spell from the cleric spell list.
Shadow Tyrant. Any spell from the warlock spell list.
Nature's Avenger. Any spell from the druid spell list.
Violent Arcana. Any spell from the wizard spell list.
You gain the ability to cast this spell once without expending a spell slot. You regain the ability to do so after you complete a long rest.
Apocalyptic Magic: Devouring Light
You learn a spell from the cleric spell list. The chosen spell counts as bard spell for you but does not count against your maximum number of spells known. You gain the ability to cast this spell once without expending a spell slot once per long rest.
Apocalyptic Magic: Nature's Avenger
You learn a spell from the druid spell list. The chosen spell counts as bard spell for you but does not count against your maximum number of spells known. You gain the ability to cast this spell once without expending a spell slot once per long rest.
Apocalyptic Magic: Otherworldly
You learn a spell from the sorcerer spell list. The chosen spell counts as bard spell for you but does not count against your maximum number of spells known. You gain the ability to cast this spell once without expending a spell slot once per long rest.
Apocalyptic Magic: Shadow Tyrant
You learn a spell from the warlock spell list. The chosen spell counts as bard spell for you but does not count against your maximum number of spells known. You gain the ability to cast this spell once without expending a spell slot once per long rest.
Apocalyptic Magic: Violent Arcana
You learn a spell from the wizard spell list. The chosen spell counts as bard spell for you but does not count against your maximum number of spells known. You gain the ability to cast this spell once without expending a spell slot once per long rest.
Summoning The End
At 14th level, as an action, you gain the ability to summon a part of the apocalypse you've told the world about. Once you used that ability, you cannot use it again until you complete a long rest. Creatures you have cursed through spells or your Whispers of Doom ability have have disadvantage on the saving throw of your Summoning The End ability. Choose from one of the options below:
Otherworldly. Each hostile creature in a 60-foot radius centred on you must succeed on a Wisdom saving throw or take 6d6 psychic damage and be stunned until the end of your next turn, or take half as much damage on a success and not be stunned.
Devouring Light. Each hostile creature in a 90-foot cone in front of you must succeed on a Dexterity saving throw or take 8d6 radiant damage, and be blinded until the end of your next turn, or take half as much damage on a success and not be blinded.
Shadow Tyrant. Each hostile creature in a 60-foot radius entered on you must succeed on a Charisma saving throw or be banished to the Shadow Realm, before warping back. They take 10d6 necrotic damage, become frightened of you, fall prone and have their movement speed reduced to 0 until the end of your next turn on a failure.
Nature's Avenger. Choose one hostile creature that you can see within 120 feet of you. It must make a Strength saving throw or become wrapped in vines and throws that attempt to tear its body. It takes 12d8 slashing damage and is restrained until the start of your next turn on a failure and takes half as much damage, and isn't restrained on a success. If a creature is reduced to 0 hit points by this ability, its body is shredded into multiple pieces.
Violent Arcana. Choose three points you can see within 120 feet of you. Each hostile creature in a 10-foot radius centred on these points must succeed on a Constitution saving throw or be hit with an unstable beam of crackling pure magic. The same creature can be targeted more than once, making one saving throw, but taking cumulative damage for each beam it is hit by. Creatures take 2d4 thunder damage and 2d4 force damage, and are unable to cast spells until the start of your next turn on a failure and take half as much damage, and are able to cast spells on a success. In the area, all active spells and magical effects are dispelled.
Summoning The End: Devouring Light
You gain the ability to summon a part of the apocalypse you've told the world about. Each hostile creature in a 90-foot cone in front of you must succeed on a Dexterity saving throw or take 8d6 radiant damage, and be blinded until the end of your next turn, or take half as much damage on a success and not be blinded.
Summoning The End: Nature's Avenger
You gain the ability to summon a part of the apocalypse you've told the world about. Choose one hostile creature that you can see within 120 feet of you. It must make a Strength saving throw or become wrapped in vines and throws that attempt to tear its body. It takes 12d8 slashing damage and is restrained until the start of your next turn on a failure and takes half as much damage, and isn't restrained on a success. If a creature is reduced to 0 hit points by this ability, its body is shredded into multiple pieces.
Summoning The End: Otherworldly
You gain the ability to summon a part of the apocalypse you've told the world about. Each hostile creature in a 60-foot radius centred on you must succeed on a Wisdom saving throw or take 6d6 psychic damage and be stunned until the end of your next turn, or take half as much damage on a success and not be stunned.
Summoning The End: Shadow Tyrant
You gain the ability to summon a part of the apocalypse you've told the world about. Each hostile creature in a 60-foot radius entered on you must succeed on a Charisma saving throw or be banished to the Shadow Realm, before warping back. They take 10d6 necrotic damage, become frightened of you, fall prone and have their movement speed reduced to 0 until the end of your next turn on a failure.
Summoning The End: Violent Arcana
You gain the ability to summon a part of the apocalypse you've told the world about. Choose three points you can see within 120 feet of you. Each hostile creature in a 10-foot radius centred on these points must succeed on a Constitution saving throw or be hit with an unstable beam of crackling pure magic. The same creature can be targeted more than once, making one saving throw, but taking cumulative damage for each beam it is hit by. Creatures take 2d4 thunder damage and 2d4 force damage, and are unable to cast spells until the start of your next turn on a failure and take half as much damage, and are able to cast spells on a success. In the area, all active spells and magical effects are dispelled.
Previous Versions
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