Bard
Base Class: Bard

The College of Starlight is home to bards who find their inspiration gazing up at the night sky and basking in the sunlight. Often more quiet and contemplative than their flamboyant counterparts, these bards stop to consider the beauty found in the shining puddles, shy leafy shadows, and the stillness of the night. Finding their power in the details of the world’s story and the magic behind the subtle intricacies, they paint a picture and sing a song of resilience, inspiration, and rest. It is said that a bard of the College of Starlight may pass through a village without anyone noticing but that they left a little light in their footsteps and hope on the air.

Half-elves and other mixed race species typically compose the majority of the College of Starlight, listening to the world’s tale as they journey to find their place in its melody.

The Rhythm of Starlight

When you join the College of Starlight, the rhythm of the starlight surrounds and inspires you. As you master more of the light's music, you gain the following features.

Dawn's Sight. At 3rd level, you gain a proficiency bonus to Perception checks while in bright light.

Dusk's Clarity. At 3rd level, you gain a proficiency bonus to Concentration checks while in dim light.

Midnight's Cloak. At 6th level, you gain a proficiency bonus to Stealth checks while in the dark.

Whispers of Dawn

When you join the College of Starlight at 3rd level, as an action in the morning, you can convert Bardic Inspiration dice into Whispers, up to or equal to the amount of your Bardic Inspiration dice. Each Whisper may be given to one creature and last until the next long rest. These Whispers, echoes of inspiration, will follow them and provide the following effects.

Whispers of Courage. Whenever the creature chooses to add the Bardic Inspiration dice to an attack roll, they may roll the Bardic Inspiration dice again to add radiant damage.

Whispers of Rejuvenation. As a bonus action, any creature may use the Bardic Inspiration dice to heal every allied creature within 10ft to gain HP equal to the number rolled on the Bardic Inspiration dice. If they already have their maximum hit points, it grants them temp HP equal to the number rolled.

Whispers of Endurance. Whenever the creature chooses to add the Bardic Inspiration dice to a death saving throw, they may roll the Bardic Inspiration dice with advantage.

While a creature has a Bardic Inspiration dice from this feature, a small mote of light follows them and provides 10ft of dim light. It whispers very faintly, echoing the dawn's tune. As a free action, they may choose to conceal and silence it or draw it back out.

Lullaby of Dusk

Also at 3rd level, as an action, you may begin to sing a lullaby. This song can last a maximum of 1 minute. Creatures of your choice within 10ft must make a Wisdom saving throw against your spell save DC or be relieved of the Charmed or Frightened status conditions. The creature can only be relieved of the status condition once per lullaby. If a creature listens to the song in its entirety, they are immune to the Charmed or Frightened conditions for the next 1 hour.

Once you use this feature, you cannot use it again until after you finish a long rest.

Midnight's Harmony

Starting at 6th level, you have learned to bridge the songs of dusk and dawn with the midnight's harmony. As an action, you can attune to your surroundings and create a Harmonic Zone with a 10ft radius. When you are in the Harmonic Zone, you gain advantage on Dexterity checks and saves. Additionally, creatures of your choice, including yourself, may cast *Invisibility* without expending a spell slot if they are within the Harmonic Zone. 

Creatures that you have not chosen must make a Wisdom saving throw upon entering or starting their turn in the Harmonic Zone. On a failure, they receive the Blinded condition. At the end of each of their turns, creatures blinded in this way make a saving throw to end the Blinded condition. 

The Harmonic Zone lasts for 1 minute. Once you use this ability, you cannot use it again until you finish a long rest.

Sunlight's Crescendo

When you reach 14th level, you have learned how to harness the melody of the stars to summon a Starlight Phoenix. The phoenix may sing three chords of the Sunsong, the melody of the world’s primary star. Upon finishing the last chord, it fades into twinkling stardust.

The Starlight Phoenix is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, until it has taken three turns, or until you die. In combat, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its action and reaction on its own. Once you summon a Starlight Phoenix with this feature, you can’t do so again until you finish a long rest. 

Starlight Phoenix

Medium celestial

Armor Class: 15 (natural armor)

Hit Points: 20

Speed: 10ft., fly 40ft.

{STR 16 (+3) | DEX 18 (+4) | CON 12 (+1) | INT 10 (+0) | WIS 16 (+3) | CHA 11 (+0)}

Damage Immunities: radiant, fire

Condition Immunities: charmed, frightened

Senses: darkvision 60ft., Passive Perception 15

Languages: Celestial, understands the languages you speak

Challenge: 2

Proficiency Bonus: equals your bonus

Special Traits:

Supernova. If the damage reduces the Starlight Phoenix to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the Phoenix drops to 1 hit point instead. On a failure, the Phoenix bursts into celestial flame and deals 4d8 radiant damage to any creature within 10ft.

Actions

Shining Staccato. Ranged Condition Attack: your spell modifier to hit, reach 60ft. cone, multiple targets. Hit: Blinded and Deafened for one round.

Calamitous Crescendo. Ranged Weapon Attack: your spell modifier to hit, reach 60ft. cone, multiple targets. Hit: 14d6 radiant, pushed back 10ft., Wisdom save for half damage.

Healing Harmony. Ranged Healing: your spell modifier to hit, reach 60ft. Cone, multiple targets. Hit: 5d6 healing.

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