Bard
Base Class: Bard

Art is many things, A vehicle for emotion, a means to spread change, and a powerful force underpinning all of creation. But to most, the primary use of art is to bring joy and happiness. This is the fundamental truth that all who study in the College of Yellow understand, that their powers are great, and should be used for the betterment of all and the enrichment of the lives of any that they come across.

Bards of the College of Yellow are perpetual optimists, looking on the bright side of any situation and using their magics to ensure the success of their companions. Through their mystical connection to the very concept of joy, they keep their companions spirits afloat in even the most dire of circumstances, empowering them to be the best possible versions of themselves. 

Joyous Beginnings

3rd-level College of Yellow feature

Suffused with excitement, you are prepared for action at any time. Starting at 3rd level, you gain the ability to add a bonus to your Initiative rolls equal to one roll of your Bardic Inspiration dice. you do not expend a use of Bardic Inspiration when you use this feature, and you can forgo this bonus in favor of granting it to one of your allies within 60 ft. of you. 

Happy Accidents

3rd-level College of Yellow feature

A College of Yellow Bard knows that there are no mistakes, only happy accidents. The random occurrences that proliferate through every day life can bring with them their own joy and new forms of delight. drawing on this spontaneity, a College of Yellow Bard can find new and increasingly powerful ways to assist their companions.

Whenever you grant a creature uses a Bardic Inspiration die that you have granted them, they gain an additional effect based on the number they rolled on that die, as shown on the Happy Accidents table below. A creature can only benefit from one of these effects at any given time.

Dice Result Additional Effect
1 You gain resistance to all damage except Force damage until the end of your next turn
2  Bright flashing yellow lights appear all around you, blinding your enemies. The next attack against you has disadvantage  
3  You regain a number of hit points equal to 3 + your Constitution Modifier (minimum of 3)
4  Your next attack deals an extra 1d4 force damage
5  You gain Temporary Hit Points equal to 1d12 + 5
6  You may choose for your next attack to deal double damage, but you receive half the damage you dealt at the end of your turn 
7  You become semi-intangible, allowing you to move through solid objects and other creatures until the end of your next turn
8  A baby dragon spirit materializes next to you, exhaling an elemental blast and dealing 2d6 Fire, Acid, Cold, Lightning, Or Poison damage to one creature within 30 ft. of you before disappearing
9  For the next minute, as a bonus action you may teleport yourself up to 15 ft. in any direction that you can see
10  Your next attack ignores any resistances the target might have
11  Your armor class increases by 3 until the start of your next turn
12  You gain an extra bonus action this turn

Ray of Sunshine

6th-level College of Yellow feature

Your connection to the positive forces of the world have met with divine approval, and you can call upon the powers of the upper planes to protect and heal your allies. As an action you can call down a column of holy light in a 60 ft. cylinder centered on you. Any friendly creatures in this area regain hit points equal to 2 rolls of your Bardic Inspiration die, and any hostile creatures must make a dexterity saving throw against your spell save DC or take that much radiant damage.

You can use this action a number of times equal to your Charisma Modifier (minimum of 1) and regain all uses after a long rest

At higher levels, the number of dice you roll increases, from 2 at 6th level to 3 at 10th, 4 at 15th, and 6 ad 20th  

Beacon of Merriment

14th-level College of Yellow feature

Your infectious joy is so pervasive that it begins to spread not just from you, but from those that you empower. Any time a creature gains an additional benefit from your Happy Accidents feature other friendly creatures within 10 feet of them also gain that feature, and you can choose to also gain that benefit regardless of how far away you are. In addition, any creature who already has an additional benefit from the Happy Accidents feature, including you, can gain one more benefit. 

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