Base Class: Bard
Those who choose the College of Tragedy are not the humble song and dance Bards of your local tavern. They chose to focus on the tragic ballads of the fallen heroes of ancient sagas.
They sing of Orpheuses love for Eurydice, of the Tragedy of Narcissus and many alike. When they start to sing the tavern hall falls silent for even the brute sailor drunkards stop and listen to the dramatic tales the bard has to tell and the melancholic songs he sings, that remind him of his loved one left behind overseas.
Melancholic Ballads
When you join the College of Tragedy at 3rd level, you gain the ability to weave a song of melancholic energy that affects other creatures around you.
As a bonus action, you can expend one use of your Bardic Inspiration to play a song of tragic love. When you do so, choose a number of creatures you can see and that can hear you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them has to succeed on a Charisma Saving Throw or suffer disadvantage on all attack rolls until the beginning of their next turn as their will to fight is temporarily broken.
The number of creatures you can target increases when you reach certain levels in this class, increasing to +1 at 5th level, +3 at 10th level, and +6 at 15th level.
Tragic Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to influence your audience by singing, reciting a tale, or playing your instrument. 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 against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Tales of Fallen Heroes
The fates faver you and those around you.
At 6th level, you gain the ability to inspire bravery to your allies, by reminding them of the great sagas of the fallen heroes, though most of these sagas do not end happily. As an action, you may tell a Saga or sing a ballad of a fallen hero. This action takes 1 minute to perform.
Until their next long rest your allies have the ability to score critical hits on 18, 19 and 20. But on the downside suffer critical hits on a 19 or 20. Resembling the dramatic ways the wheel of fate make take.
Additionally whenever you roll a 1 on D20 you regain one use of your bardic inspiration.
Once you use this feature, you can’t use it again until you finish a long rest.
A Heroes Fate
At 14th level, your voice permanently gains an otherworldly undertone that makes it enthrall people when you sing.
Your Voice can inspire people to bring the most out of themselves.
When an ally of you is about to reduced to or below 0 HP you may use your reaction to spin their own tall of tragic heroism. Until the end of their next turn they can't drop below 1 HP. Additionally for the duration they gain advantage on all attack and saving rolls and score a critical hit on a 19 or 20. At the end of their turn, if they were not healed by any means they will drop to 0 HP as usual.
Once you use A Heroes Fate, you can’t do so again until you finish a short or long rest.
Previous Versions
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