Base Class: Bard
Summon the spirits of ancient Bardic Legends in order to gain the upper hand in concert and combat
Summon Triad Spirits
When you join the College of Legends at 3rd level, you gain the ability to summon a trio of Bardic Legends in their spiritual form to aid you in your performances. These spirits are invisible, immune to normal attacks from weapons that aren't magical and have a total of 15 hit points plus your characters Charisma modifier. If their hit points are reduced to 0, the spirits are dissipated and must be resummoned to use this feature again. These spirits can take no command other than to play their instruments and move.
As an action on your turn, you can summon these spiritual Bards in a 15 ft. square centered on a point you choose for up to 10 minutes. When you do, you are no longer required to use an instrument to cast your spells as long as you are within 60 ft. of the Triad Spirits. As a bonus action on your turn, you may choose to move the Triad Sprits up to 15 ft. If a creature you are fighting enters this space for the first time or starts their turn in this space, they immediately take your Bardic Inspiration die worth of thunder damage. You can also choose up to your Charisma modifier (minimum of 1) worth of allies, including you, in combat that are within the 60 ft. radius of your Triad Spirits, these allies now have advantage on saving throws vs. being frightened or charmed. Also, anytime your Triad Spirits are summoned and your are within their 60 ft. radius, you have advantage on all performance checks related to singing, playing an instrument, or telling a tale. You may use this feature a number of times a day equal to your Charisma modifier (minimum of 1) and regain all uses upon taking a long rest.
Fear and Awe
Your Triad Spirits have gained the reputation to terrify and amaze your enemies through the power of song.
Starting at 6th level, when a creature is hit by your Triad Spirits, they must now make a saving throw vs. your spell save DC or become frightened or charmed by you (your choice) in addition to the damage they take as part of this feature. Also, when a creature would take damage from your Triad Spirits, they now take extra damage equal to your Charisma modifier
Wonderwall
Your Triad Spirits have learned to incorporate abjuratuion magic in their performances in order to protect the frontman from crazed fans.
Starting at 14th level, whenever you summon your Triad Spirits and you or an ally are in the 5 ft. square at the center of them, a wall of force is created around that creature and cannot be targeted with a physical attack or spell until the Triad Spirits are dissipated or dispelled. Also, a hostile creature cannot move through this 5 ft. square until the Triad Sprits are dissipated. A creature within the Wonderwall can still be targeted by a mind altering spell, but rolls the saving throw with advantage. The wall reshapes itself according to the Triad Spirits allies movements and actions meaning an allied creature within the Wonderwall can attack and cast spells normally and can move freely in and out of the wall of force. Once a creature leaves the Wonderwall, they lose all benefits of this feature until they end their turn within the Wonderwall. Any area of effect damage that would dissipate the Triad Spirits and the Wonderwall, carries over to the creature within the Wonderwall.
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