Bard
Base Class: Bard

You've not only learned how to tangle your words with arcane energy while honing the powers of audacity, vigor, and intimidation. No one is safe from you or your allies.

Foul-mouthed

Your words are harsh and your vocabulary vast. You gain 2 languages of your choice and become proficient in intimidation. All intimidation checks are made with advantage even if a creature can't understand you.

Battle Cry

Also at 3rd level your inspiration comes at the expense of your opponents. Your allies when inspired let out a battle cry. Creatures within 10 ft of the ally must make a WIS save. On a fail they take damage equal to the number rolled on the inspiration dice and are frightened. Each turn they can repeat the save to end the effects.

Mind Killer

Starting at 6th level you and your party's bloodlust has become unbearable even to those with the most solid of resilience. When you cast a spell or utilize your battle cry feature you ignore resistance to psychic damage. In addition, when you roll damage for your battle cry feature or spells you cast that deals psychic damage, you can treat any 1 on a damage die as a 2.

Mad Dance

Starting at 14h level you unleash a mad dance that causes your allies to become invigorated with the fury of a thousand suns. As an action you perform a war dance and any friendly creature that can see or hear you is affected. Those affected gain the benefits of the haste spell ignoring the down sides of the spell as well. This effect last until you stop performing, lose concentration, or are knocked unconscious.

Comments

Posts Quoted:
Reply
Clear All Quotes