Bard
Base Class: Bard

Bards of the College of Charm excel through magically enhanced duplicity. Exceptionally gifted in the school of enchantment, these bards use their gifts to sway even the most stubborn minds, and can channel more of their forceful personality into mind-affecting spells.

Bards of the College of Charm know better than anyone else the power they wield over another’s mind, and so are hesitant to form meaningful relationships with other bards of this college. Loose fraternities of these bards may span nations—or even continents—never amounting to more than a professional acquaintance.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Charming Words

Beginning at 3rd level, your are able to magically undermine the mental defenses of your foes. When a creature rolls a saving throw against a mind-affecting spell you cast, you can use your reaction to expend one use of your Bardic Inspiration. Roll a Bardic Inspiration die and subtract the number rolled from the result of the saving throw. You can choose to do so before or after the dice is rolled for the save, but before the DM declares if the save is successful or not.

 

Assertive Charm

Starting at 6th level, you may now push away the Fey Ancestry that all fey creatures have. Creatures of Fey Ancestry do not have advantage against your charm effects, including the effects of the Sleep spell. When attempting to put a Fey creature to sleep use the rules outlined in the Sleep spell with the following changes:

  • A Fey has advantage on saving throws against the spell.
  • A Fey can only be put into magical sleep for a number of rounds equal to your Charisma Modifier.
  • A Fey can only be affected by your sleep once per a 24 hour time frame.

Mantle of Majesty

At 14th level, you gain the ability to cloak yourself to make others want to serve you. As an action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, you cast Command, Compulsion, or Hold Person as a bonus action without expending a spell slot. Casting these spells in this way does not require concentration, and the spell's effects only last until the end of your next turn. During this time, you can cast one of these spells as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against a spell you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

In addition, you learn the Command, Compulsion, and Hold Person spells if you do not have them already.