Bard
Base Class: Bard

Bards in the College of Allure learn how to understand the passions and desires of others and use those passions to inform their interactions. The college is found primarily within the Nine Hells, and boasts participation by succubi, cambions, and greater devils. Chapters of the college on the material plane frequently deviate from the infernal origins and aver that gods and goddesses of beauty have educated poets and inspired sonnets that appeal to creatures' innermost needs. Villainous bards of this college might surround themselves with fawning slaves of lust or brokenhearted suitors. Heroic bards of this college might travel the world and write beautiful songs and stories about the romance of peasants and nobles or the death-defying love that brings star-crossed lovers together after great sacrifice.

Bonus Proficiencies

When you join the College of Allure at 3rd Level, you gain proficiency with Insight, Persuasion, and Deception. If you already have proficiency in any of these skills, gain expertise instead.

Genuine Desire

Also at 3rd level, you learn how to appeal to the genuine desires of a creature. When a charm effect ends or fails, the target does not know that you have charmed them. Additionally, when you attempt to charm creatures immune to the charm condition, they are nonetheless favorably disposed toward you, granting you advantage on rolls related to persuading or deceiving them in social encounters. The additional effects granted by charm spells remain ineffective.

Sychophant's Forgiveness

At 6th level, you learn how to hide your animosity. As a reaction when you attack a creature that is charmed by you, you may convince them that it was unintentional or that it was caused by another creature. They do not lose the charmed condition. Additionally, when an creature allied with you attacks or harms the targeted creature, you may use your reaction to roll a Bardic Inspiration dice and subtract the number from their Saving Throw, potentially causing them to remain under the charm effect. You must choose to use this feature before the target rolls the Saving Throw.

Pledge of Love

At 14th Level, Pledge of Love grants you a choice between two features: Love Contract or Inspirational Performance. Your selection grants you particular abilities detailed in feature description.

Once you use this feature, you cannot use it again for 1d100 days.

Love Contract

If you spend at least 1 hour with a creature who considers you neutral or friendly and expend at least 1000gp, you may form a contract of love. This contract takes the form of a geas spell cast at 7th Level with additional effects depending on the form of the contract.

  • Certificate of Marriage
    • Your contract entitles you to an equal share of the assets a target possesses and grants you a title commensurate with the target according to the governance of their residence. The certificate of marriage may entail obligations upon you according the legal customs at the DM's discretion.
  • Vow of Undying Affection
    • Your contract is more powerful than others. When you make a vow of undying affection, the effects are those of geas cast at 9th level. Additionally, the target becomes willing to sacrifice themselves to ensure your survival and safety. Creatures who die while under the Vow of Undying Affection retain their allegiance to you in death, becoming a ghost, banshee, or another creature at the DM's discretion.
  • Pact of Companionship
    • Your contract imbues the target with magic. Choose from the following list of creatures: acolyte, apprentice wizard, and sage. The target uses the associated statistics unless their statistics were already greater. Additionally, you establish a telepathic link to the target as long as you are on the same plane of existence.

 

Inspirational Performance

If you spend at least 1 hour performing and expend at least 1000gp, you may inspire a group of creatures. This effects of this performance operate as a heroes' feast spell with additional effects depending on the type of performance.

  • Call to Arms
    • Your performance affects up to 24 targets who will wield weapons and fight by your side. Use the bandit statistics, but use your Charisma modifier for attack and damage rolls.
  • Enheartening Song
    • Your performance affects only 6 targets, but inspires them to see their task through to completion. Creatures who drop to 0 hit points continue fighting until the end of battle. When the battle has ended, each creature reduced to 0 hp falls unconscious with 1 Failed Death Save and 2 Successful Death Saves. 
  • Somber Melody
    • Your performance affects 12 targets, granting them extra resolve. For the next 24 hours, they can choose one ability score and add your Charisma modifier to all rolls made using that ability score.

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