Bard
Base Class: Bard

Homebrew Class Release Notes: Bard - College of Fey Spirits

 

3rd Level

Whether taught by fey after entering the feywild and attending its courts or having learnt from a teacher wise in the magic of the fey, you know the steps to esoteric and mystifying dances that carry the magic and music of the feywild, imposing the effects on allies and enemies.

 

3rd Level: Prerequisite Studies

. You gain Proficiency in Performance, it becomes Expertise in Performance at 6th Level  

. You gain Proficiency in Arcane, it becomes Expertise in Arcana at 6th Level

. You gain Proficiency in Athletics, it becomes Expertise in Athletics at 6th Level

. If you are already proficient in all three skills, pick one of them to gain Expertise

. You gain Proficiency in Dexterity Saving Throws, it becomes Expertise in Dexterity Saving Throws at 6th Level 

. You gain a bonus to movement speed equal to half your Dexterity bonus rounded down times 5 (DEX. Bonus X 5 ft)

 

3rd Level: First Set

. When you reach 3rd Level, you can pick two effects for your ‘Dances’

. You can start a Dance as a bonus action and must use a bonus action at the start of your next turn to continue Dancing

. The Dance lasts for 1 minute but ends if your movement speed or hit points are reduced to 0, if you are knocked Prone or Incapacitated, or you choose to end it

. You can use this feature a number of times equal to your proficiency bonus per long rest

. When starting a Dance, choose one of the effects you know to apply to it for the duration

 

First Step Effects:

. Battle Rhythm: You and Allies within 30 ft who aren’t Blinded or Deafened gain a bonus to attack rolls equal to half your Charisma modifier rounded down

. Hardy Rhythm: You and Allies within 30 ft who aren’t Blinded or Deafened gain a bonus to Armour Class equal to half your Charisma modifier rounded down

. Morale Rhythm: You and Allies within 30 ft who aren’t Blinded or Deafened regain hit points equal to half your Charisma modifier rounded down + 1 + 1d4 at the start of your turn

. Weakness Rhythm: You and Enemies within 30 ft who aren’t Blinded or Deafened gain a minus to attack rolls equal to half your Charisma modifier rounded down

. Funeral Rhythm: You and Enemies within 30 ft who aren’t Blinded or Deafened gain a minus to Armour Class equal to half your Charisma modifier rounded down

..

.

6th level

6th Level: Second Set

. First Set and Second Set effects now apply to allies and enemies with only one of the following conditions: Blinded and Deafened

. You have advantage on saving throws against spell effects

. You gain a second bonus action

. First Set and Second Set effects now have a range of 40 ft 

. Pick two more First Set effect

. Pick three Second Set effects 

. You can now have two First Set effects active during a dance but only one Second Set effect

 

Second Set effects:

. Fortifying Rhythm: You and Allies within 40 ft who aren’t Blinded AND Deafened gain a bonus to Saving Throws [STR./CON./DEX.] equal to half your Charisma modifier rounded down 

. Hopeful Rhythm: You and Fortifying Rhythm: Allies within 40 ft who aren’t Blinded AND Deafened gain a bonus to Saving Throws [INT./WIS./CHA.] equal to half your Charisma modifier rounded down

. Frenzy Rhythm: You and Allies within 40 ft who aren’t Blinded AND Deafened gain a bonus to Damage rolls equal to half your Charisma modifier rounded down

. Morale Rhythm Encore: You and Allies within 30 ft who aren’t Blinded AND Deafened regain hit points equal to half your Charisma modifier rounded down + 2 + 1d6 at the start of your turn (Optional ruling, ask your DM before taking this. Balance recommendation: Requires an action to activate)

. Breaking Rhythm: You and Enemies within 40 ft who aren’t Blinded AND Deafened gain a minus to Saving Throws [STR./CON./DEX.] equal to half your Charisma modifier rounded down 

. Despair Rhythm: You and Fortifying Rhythm: Enemies within 40 ft who aren’t Blinded AND Deafened gain a minus to Saving Throws [INT./WIS./CHA.] equal to half your Charisma modifier rounded down

. Depress Rhythm: You and Enemies within 40 ft who aren’t Blinded AND Deafened gain a minus to Damage rolls equal to half your Charisma modifier rounded down

 

6th Level: Two To Tango

 

. A Number of times equal to your Proficiency Bonus per long rest, as a bonus action, you can apply your full Charisma Bonus in a First Set or Second Set effect, instead of half, to an ally or enemy until the end of the round

. The ally or enemy must be within 15 ft

. The enemy has to beat your Charisma DC, (10 + CHA. Mod. + Proficiency Bonus) or receive this effect

14th level

14th Level: Step Mastery

. As a bonus action, you can swap to a different First Set or Second Set effect during an active Dance

. First Set or Second Set effects now have a range of 60 ft

. The dance no longer stops if you are knocked Prone or your speed is reduced to 0

. You can learn a new Step effect for gold: 15 gold pieces for a First Step, 30 gold pieces for a Second Step

 

14th Level: Theatre Expansion

. During a dance, as an action, you can expand an 120 ft area that makes the half CHA. Mod of the Set effects the whole Charisma Modifier until the start of your next turn

. Usage of this feature gives you 1 stack of Exhaustion 

. You can keep it activated by using an action to maintain it at the start of your next turn, this grants another stack of Exhaustion

. The Exhaustion does not apply until the Dance ends or this feature ends

. Player is not allowed to record how much Exhaustion until the feature ends, only the DM know (6 stacks of Exhaustion is just straight-up death, keep count)

. So on, so forth

. Yes, it is a JJK reference

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