Base Class: Bard
The College of Temptation bard exemplifies the stereotypes associated with this class. They take full advantage of their dashing looks, charming wit, and extra-marital affairs. They learn to take control of their audience, and conducting their environments to fit their performance.
Charismatic Performance
- Charming Looks. You strike a power pose, or do your signature dance. You choose one creature within 30 ft. of you. That creature must make a Wisdom saving throw, DC 12 + Charisma modifier, or will be enamored with your presence. For one minute, the affected creature is blinded and deafened. They can still see and hear you, and the effect will end if the creature moves more than 30 ft. away from you, if you break line of sight of the creature, or if it takes damage from any source. This ability can only affect one creature at a time.
- Stunning Performance. You sing with elegance, or speak with eloquence. Any creatures within 10 ft. of you must make a Constitution saving throw, DC 12 + your Charisma Modifier. The creatures take 2d4 + half your bard level of force damage, half damage if they save. Additionally, any creatures that failed the save are stunned for one round. The stun ends if the creature takes damage, or if they are moved more than 10 ft. from where they were stunned.
Front Row Seats
Starting at 3rd level, you can inspire your allies and distract your enemies with greater efficiency. For a number of times equal to your Charisma modifier per long rest, when you use your bardic inspiration, any friendly creature within 15 ft. of you gains a bardic inspiration. You are also granted the benefit of the bardic inspiration die until your next turn.
Dazzling
Starting at 6th level, your looks and status are a distraction to those who see you. As a bonus action, a number of times equal to your Charisma modifier per short rest, you can target a creature within 60 ft. of you. The creature must make a Wisdom saving throw, DC 12 + your Charisma modifier. If the creature fails the saving throw, on their next turn, they must attack you. If the creature cannot attack you from their current position, they move as close as possible to your location to attack. If the creature is able to make an attack, it has disadvantage and you have resistance to the damage.
Crowd Control
At 14th level, you have learned how to manage a crowd of adoring fans. A number of times equal to your Charisma modifier per long rest, when you cast a spell below 4th level that targets a creature, it targets any number of creatures within 15 ft. of you.
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