Bard
Base Class: Bard

You have studied the connections of mind and soul, seeking out the truths of magic, reality and thought. Somewhere in between sorcery and physics lies a forbidden power of psyonic proportions; a mystic's role is to understand this incomprehensible power. Whenever it be the result of old ones outside mortal understanding, or a deep understanding of physical laws of the universe you have found the keys to unlocking the lore of creation itself and how it can be functioned. Those who choose the College of The Moon are often either evil or good; too extreme for the unpalatable moat that is neutrality. 

Lunar Destiny

When you join the College of The Moon at 3rd level, you must decide on your path. Evil servants of the moon tend to the Dark Side of the Moon path, while Good servants prefer the path of Moonlight. The path you decide on can only be changed if you learn an esoteric ritual, and your alignment has changed to match the path (Retrain quest only). It will determine future abilities as well. 

Moonlight: When you attempt to grapple a willing creature, you may do so from up to 60ft away, pulling them towards an unoccupied space within 5ft of you. When you release them from that grapple, they may spend a hit die, healing for that amount. 

Dark Side: When your bardic inspiration is expended on an ability that damages a creature, such as an attack roll, the creature damaged may also be knocked "Telekinetically Prone". a telekinetically prone creature floats in the air slightly, and ranged attacks have advantage against them. Getting out of the condition still requires expending half of their movement.

Improved Moonbeam

When you cast the moonbeam spell, it gains a benifit, depending on your path.

Moonlight: Your moonbeam emits double the normal amount of light, and it's radius is twice it's usual size. Creature of your choice who enter may heal for the rolled amount instead of the radiant damage that would normally be dealt (they still make the saving throw).

Dark Side: Your moonbeam is filled with magical darkness where it's light previously was. Instead of picking one space, choose a creature. The beam follows that creature if they move within 60ft of the beam's original location. If they go further than that, the beam ceases to move. You cannot command the beam to move with this option.

Infiltrator

Just like the night, you learn to blend into the underappreciated and unnoticed background of reality. When you attack a creature while hidden from them, they cannot use non-passive abilities that increase their armor class (such as the shield spell). When you would roll a saving throw during your turn in combat, such as a result of entering a space where a spirit guardians is emanating, you do not trigger any additional non damaging effects, such as the alarm spell or a speed reduction.

Echo of the Twilight Mirror

The Twilight Mirror is an object of much mystery; and prestige. Although even it's shards are rarer than any artifact, you have gained a modicum of insight into it's importance; and perhaps why it has been shattered. Regardless of what mirror you conjure, creatures who look into the mirror see visions they cannot comprehend, giving them disadvantage on charisma saving throws. A creature may avert their gaze at the start of their turn to avoid this effect, but then cannot see you. A creature who is immune to the blinded condition, or who has a special sight like blindsight cannot practically avert their gaze this way. A creature trapped within the mirror as if it were a mirror of life trapping stays trapped this way until you travel to another realm/plane of reality they cannot enter, or until an outside creature uses a spell or ability to transport them out of the space.

Moonlight: As an action, you may conjure a shining, reflective mirror in front of you for one minute. It churns and turns, spinning quickly, moving with you, and giving you 3/4s cover. Any creature you can see is displayed within the reflection of the mirror. While the mirror is active, any creature that attempts to teleport while within it's reflection must first succeed a charisma saving throw (spell save dc), or they are drawn within the mirror as if it was a Mirror of Life Trapping. This also applies to a creature who has miss a melee attack against you. If they instead miss a ranged attack, they take 6d6 radiant damage damage, as the attack is reflected back into a smattering of pure light.

Dark Side: As an action, you may conjure a deep mirror that soaks in light in front of you for one minute. It churns and turns, spinning quickly, moving with you, and giving you 3/4s cover. Any creature you can see is displayed within the reflection of the mirror. While the mirror is active, any creature that attempts to generate light with a spell or ability while within it's reflection must first succeed a charisma saving throw (spell save dc), or they are drawn within the mirror as if it was a Mirror of Life Trapping. At the end of each of your turns, the light they generated is also drawn in this way, ending the ability. In order for a creature to take a magic action that requires them to see you, they must first pay an additional cost, choosing from the list below (lasts for the duration of the mirror):

1. Reduce your armor class by 5.

2. Reduce your maximum hit points by 10%.

3. Reduce your proficiency bonus by 1.

College Of The Moon Image

Comments

Posts Quoted:
Reply
Clear All Quotes