Base Class: Bard
Summon the spirits of three Bardic Legends to aid you in your performances, keep foes at a distance, and protect you and your allies from becoming enthralled by other creatures. Bards who choose this subclass at 3rd level will benefit from having a band perform alongside them opposed to being a solo act. As these Bardic Legends grow with you in level, their abilities ascend to new heights allowing for greater strategy in and out of combat by dishing out more damage, protecting allies, and granting a bonus to performance.
Summon Bardic Legends
When you join the College of Legends at 3rd level, you gain the ability to summon the spirits of three Bardic Legends to aid you in and out of combat for 10 minutes or until dispelled by you (no action required) or a creature that dispels them. These spirits take the form of ghosts playing any instrument of your choice. They cannot speak, but understand any language that is spoken by the Bard who summoned them. These spirits have a total hitpoint maximum equal to your Bard level plus your Charisma modifier (minimum of 1). They are immune to all conditions and damage from attacks that aren't magical and are dispelled when their hitpoints are reduced to 0. Alternatively, A creature may dispel the Bardic Legends with the use of the Dispel Magic spell, the difficulty is equal to your spell save DC. The spirits can take no command other than to perform and move, the spirits will attack creatures within their space without needing a command.
As an action, you can summon these spirits at a point you choose within 30 ft. of you. These spirits take up a 15 ft. square that can surround any creature, friend or foe, but will only attack enemy creatures within their space. Whenever a creature you are fighting willingly enters the spirits space for the first time or starts their turn there, that creature immediately takes thunder damage equal to your bardic inspiration die as the Bardic Legends play a supersonic power chord. The damage from this attack increases as your bardic inspiration die increases. Also, as a bonus action, you may choose to move these spirits up to 15 ft. each round.
When you summon the Bardic Legends, they emit a 60 ft. inspirational aura of awesome power centered on them. When in the radius of this aura you gain the following benefits:
- You are no longer required to play an instrument in order to cast your spells as long as you are within the aura.
- You gain advantage against saves vs. being frightened or charmed as long as you are within the aura.
- You gain advantage on performance checks while within the aura.
You may use this feature a number of times a day equal to your Charisma modifier (minimum of 1). You regain all uses at the end of a long rest.
Performance Proficiency
When you choose this subclass at level 3, you gain proficiency in the Performance skill.
Fear and Awe
Your Bardic Legends have gained the reputation to instill the feelings of cowardice and amazement in your foes while bolstering your allies.
Starting at 6th level, whenever a creature is damaged by your Bardic Legends, they must now succeed a Wisdom saving throw against your spell save DC or become frightened or charmed (your choice) by the spirits. A creature who fails this saving throw can attempt a new saving throw at the start of their turn or whenever they take any damage (whichever comes first). A creature who succeeds this saving throw is immune to the Fear and Awe feature for the next 24 hours, but can still be charmed or frightened by other sources.
Additionally when you gain this feature, your Bardic Legends now deal extra damage equal to your Charisma Modifier.
Also at this level when you summon your Bardic Legends, you may choose a number of allies equal to your Charisma modifier (minimum of 1) that are within your Bardic Legends Aura of Awesomeness, these creatures now have advantage vs. being frightened or charmed.
Wonderwall
Your Bardic Legends have learned to weave abjuration magic into their songs while they perform for you.
Starting at 14th level, whenever your Bardic Legends are summoned and you or an allied creature stands at the center of them, a sphere of magical force is created around that creature to ward off harmful effects. When you or an allied creature are within the Wonderwall, that creature gains resistance to bludgeoning, piercing, and slashing damage from all sources, including magical, but once a creature leaves this space they no longer benefit from these effects until they are within the Wonderwall again. Only one creature can benefit from these effects at once.
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