Base Class: Bard
You have learned to tap into the grim forces of the soul and ethereal plane to enhance their performances.
Haunting Melody
- You have only one bardic inspiration die, which you may move between creatures within range as a reaction or bonus action.
- When you inspire a creature the die remains with them until they are reduced to zero hit points or you move it.
- While the creature has your inspiration die they may use it any number of times, however you take damage equal to the result on the die each time it turns a failure into a success.
- Damage dealt to you via your inspiration can counted for and used to cast Sanguine spells. This resets anytime you recover health.
Ethereal Elegance
- As a bonus action, (once per rest)- You may pass through creatures and non-magic objects no more than 5ft thick as though they were difficult terrain. You may not end your turn inside them.
- Additionally, when you would pace through a creature in this way they must succeed a CON save or take 1d6 necrotic damage. This can only be triggered on the same creature once per turn.
Grim guidance
-The creature inspired by you deals an additional 1d6 necrotic damage (doubled if animated by you) to a damage roll of their choice once a turn.
-You may use your action on your turn to take damage equal to a roll of your bardic inspiration die to have an inspired creature with zero Hp animate this turn and act like normal before returning inanimate at the end of the turn.
-While animated in this way as undead and cannot recover Hp.
-Any damage it would take while animated in this way only as a single failed death save regardless of source (assuming it does not met the massive damage rules).
Mortal Muses
Bonus action: (prof bonus times a day); You may attempt to posses a creature you can touch with a Cr equal to half your level or lower (unless it is willing), the target must succeed a Wis Save against your bard spell save DC. On a success you fail to posses them and they are immune to this effect for the next 24 hours.
On a failure, or if willing, you posses the creature. Wile possessing a creature you perceive the surroundings using it's senses, additionally, you can use any of it's action or bonus actions you are familiar with (know it is capable of) using it's statistics, as well as move half it's movement speed on your turn.
If the creature is capable of casting any spells you may expend your spell slots of appropriate level to cast them using your or it's statistics. (your DM may choose to allow you to use this trait for additional magical effects the creature has.)
If it is hostile the creature may choose to attempt to expel you as an action. Otherwise, this ability lasts for up to one hour or until the target is reduced to zero Hp or the target of a remove curse spell.
Demand an Audiance
As a reaction, you may have all target creatures within 100ft that can see or hear you make a Wis Save against your Bard Spell save DC.
On a failure they take damage equal to a roll of any number of your Hit dice. And they must look at you, creatures affected by this ability have disadvantage on saves and are frightened of you (this bypasses immunity).
All affected creatures are considered in range of any of your spells or abilities that target a creature, regardless of distance.
They may repeat the save at the end of each of their turns.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/25/2023 5:14:04 PM
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81
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4
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5e
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Coming Soon
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8/28/2024 3:57:07 AM
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94
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3
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Coming Soon
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