Base Class: Bard
Often, a bard’s first training involves the manipulation of an audience's emotions to empower their performances. The slight shifts in tone, the slightly strengthened picking of the lute, the slightly more jagged movements of a dance, all subtle details that add to a performance. A bard who goes down this path in life is one whose sole purpose is to entertain and inspire those around them. It is what truly brings happiness to them, and even others.
Bonus Proficiencies
You gain proficiency in 1 instrument of your choosing, and the performance skill if you weren’t already proficient.
Invigorating Performance
Upon reaching 3rd level, you have tapped into ye potential of invigorating your allies with your performances. On your turn, you may use your action to spend a bardic inspiration die and invigorate a creature within 30 feet you, and within melee attack range of another creature to use their reaction to make a melee attack. If the creature isn’t willing to attack, they must perform a Charisma saving throw against your Spell Save DC. On a failed save, they must perform the attack, however, on a successful save, they have advantage on the next attack they make against any creature.
Poetic Forte
At 6th level, you have begun weaving magic into your emotional routines and storytelling. As an action your turn, you can perform in some way. A number of creatures up to your Charisma modifier within 10 feet of you must make a Charisma saving throw against your Spell Save DC. A creature who is immune to being charmed is unaffected by this feature. On a failed save, each creature affected takes 2d6 psychic damage, and they have disadvantage on all saving throws against spells casted by you for 1 minute. An affected creature can repeat the save at the end of each of their turns to end the effects.
Once you use this feature, you cannot use it again until you complete a long rest.
Passionate Display
Upon 14th level, it has become hard for others to differentiate your true emotions and your performances. As an action, you display extreme anger, joy, madness, sadness, or tranquility. Depending on your choice, you gain one of the effects listed below. Once you use this feature, you cannot use it again until you complete a long rest.
Anger. Contorting your face and body language, all creatures within 15 feet of you must make a Charisma saving throw against your Spell Save DC. On a failed save, each creature affected takes 10d6 fire damage, and becomes frightened of you for 1 minute. While frightened in this way, the creature must use their action to get as far away from you as possible. At the end of each of their turns, they can repeat the save to end the effects.
Joy. You contort your body language to display a message of pure happiness. Choose up to a number of creatures within 30 feet of you equal to your Charisma modifier. Each creature recovers a number of hit points equal to three times your level, and in addition, gains one “joyous die”. They can use this die to reroll 1 failed saving throw, attack roll, or skill check within 1 minute of it being granted to the creature.
Madness. You laugh uncontrollably and begin doing strange body movements indicating your inner madness. Each creature within 15 feet of you must make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature takes 5d10 necrotic damage, and 5d10 psychic damage. If a creature is immune to one of those types of damage, their immunity becomes resistance specifically for this type of damage.
Sadness. Your body language contorts to one of extreme emotional distress, and you begin crying. For up to 1 minute, all attack rolls against you have disadvantage. If an attack hits you, or if you fail a saving throw against a damaging effect, the effect ends.
Tranquility. You calm your emotions and movement into a completely neutral state. If you don’t move at all for one turn, you and a number of creatures within 30 feet of you equal to your Charisma gain a number of temporary hit points equal to your level.
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