Base Class: Bard
Followers of the College of Pride are a strange bunch indeed. Unphased by the truth of mortality, these people spend years training to be the most elite of the elite in terms of confidence and magical power. What they lack in insight and wisdom is made up for in practical experience and talent. All followers of the College of Pride are from rich bloodlines; not in wealth, but in magical and martial ability, and it is their pride in their standing that allows them to look down on others.
However, this says nothing about the Followers of the College of Duality. This college is an offshoot of the teachings of pride, made by someone so proud they felt the need to fuse with... themself. However, the art of duality is not so simply defined. Though the principle of giving up utility for power is there, The College of Duality focuses on working with others.
Dual Fighting (Level 3)
While you aren’t wearing armor or wielding a Shield, you gain the following benefits.
Dual Virtuoso. You can take the help action as a reaction. If you take the help action on a hostile creature to assist with another creature's attack, you may make an unarmed attack against that creature, after the attack occurs.
Unarmored Defense. Your base Armor Class equals 10 plus your Strength and Charisma modifiers.
Heavy Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.
Muscular Damage. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Strength modifier, instead of the strike’s normal damage. This roll doesn’t expend the die.
Destructive Ki (Level 6)
You gain a resource called Ki, which can be used to modify your most destructive spells and strikes. You have an amount of Ki equal to your bard level, which recharges on a long rest. Whenever you would force a creature to make a saving throw or take damage on a fail during your turn, you may expend an amount of ki equal to your proficiency bonus to make that ability deal that many more additional dice worth of damage.
When you would take the attack action with an unarmed attack, you may expend a Ki to make two attacks, expending a bonus action instead of an action.
Spirit Transformation (Level 6)
When you roll Initiative, you can expend one use of your Bardic Inspiration if you don’t have the Incapacitated condition. When you do so, you flare your magical energy from the depths of your body up to it's peaks, allowing your inner energy to flow through you for one minute. During that time, you gain the following benefits, depending on your bard level:
Six: You gain a flight speed equal to your walking speed.
Nine: While flying, you can use a bonus action to enter a defensive stance until the start of your next turn. While in this stance, you can use a reaction when a creature misses you with a melee attack. They have disadvantage on attacks against you until the end of their next turn, and cannot have advantage on those attacks.
Thirteen: When you cast a damaging spell, you may expend a spell slot of the same level. That spell's damage die is doubled. Ki cannot be spent on spells cast this way.
Fusion Dance (Level 14)
The fusion dance is a technique to allows duality to ring out between two creature with a special dance ritual that lasts for one hour. In order to use this ability, both creatures must know the dance's steps (such as via a short verbal explanation or telepathic communication. A DM will decide if this condition has been met.), be the same level/CR, size category, the other creature must be affected by bardic inspiration. Both creatures then make a performance check as an action to do the dance, with a DC equal to their combined level. If their checks combine to equal or surpass the DC, they pass. On a failed save, this ability fails and nothing happens. On a successful check, the two fuse together into a single creature. While fused, you take up the same space and move with one another when either creature moves.
However, duality bards are a different breed than simple creatures of pride. Instead of doing this fusion dance with another creature permanently for life, they instead learn to peel back their original identity, allowing the fusion to come undone. The creature they fuse with is more akin to a second personality, able to speak and even take turns throughout the fusion, which lasts for one hour. While fused, the two creatures within take turns with control over the main body. You still roll initiative separately. Each of you still takes your own turns while within one body, doing anything you would normally be capable of doing outside of fusion. However, only the creature who's turn it was last is targetable for the purpose of abilities, damage and anything else. Whenever one of you takes the attack or magic action on your turn, the other may take the opposite respective action by expending their reaction to do so (If you cast a spell, they can attack and vice versa). The fusion ends early if one of you reach zero hit points, or if one of you dies. If the turn creature is healed, both creatures in the fusion get that healing.
Once you use the fusion dance, you cannot use it again until you finish a long rest.
Previous Versions
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