Bard
Base Class: Bard

The College of the Sanguine indoctrinates its bards into the world of the macabre and teaches them to find beauty within darkness. Whether choosing this college because of their lineage or opting to submit themselves willingly, bards that enter this college undertake irreversible changes to their mind, body, and soul. As entertainers, they become mysterious and enticing, seeking to engross their enemies' attention with their charms and lure them into their clutches.

These bards are at home in the shadows and are at their best while strumming a tune or performing an alluring dance on a dark street corner or within a dimly lit tavern. Their audiences are always witness to a captivating show and the chance of terror afterwards.

Monstrous Strikes

3rd-level College of the Sanguine feature

When you join the College of the Sanguine at 3rd level, you develop a fanged bite and a claw attack, both of which count as simple melee weapons with which you are proficient. You add your Charisma modifier, instead of your Strength modifier, to the attack and damage rolls when you attack in either of the following ways:

Fanged Bite. This attack deals 1d6 piercing damage. On a hit, you can expend one use of your Bardic Inspiration to regain 2d6 hit points.

Claw Attack. This attack deals 1d6 slashing damage. On a hit, you can expend one use of your Bardic Inspiration to deal an extra 2d6 necrotic damage to that target.

The hit points regained and necrotic damage dealt both increase when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Unnatural Movement

3rd-level College of the Sanguine feature

Also at 3rd level, you learn to bend the forces of nature to your will.

You gain a climbing speed of 30 feet and you can stand erect on vertical walls and ceilings without falling. Additionally, you take no damage from falls of 40 feet or less and can land safely on your feet.

Magnified Wounds

6th-level College of the Sanguine feature

At 6th level, you are able to manipulate other creatures with the side effects of your strikes. If you hit a creature with one of your monstrous strikes, you can force it to make a Constitution saving throw against your spell save DC. The following effects apply if the creature fails their saving throw:

  • If they were hit with your Fanged Bite, they are charmed by you. They can re-roll their saving throw at the end of each of their turns.
  • If they were hit with your Claw Attack, they are grievously wounded. Until the start of your next turn, the target has disadvantage on all attack rolls.

You can force a creature to make a saving throw in this manner a number of times equal to your proficiency bonus. All expended uses are regained after a long rest.

Dark Drop

14th-level College of the Sanguine feature

At 14th level, you can utilize the cover of shadow to overtake your enemies. When you are in dim light or darkness, as an action, you can vanish and reappear up to 120 feet away in an unoccupied space that is also in dim light or darkness.

Additionally, If you use your Dark Drop feature or cast a spell as an action, you can then use a bonus action to make one of your monstrous strikes.

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