Base Class: Bard
Bards of the College of Persuasion are masters of influence, blending their innate charm with supernatural abilities to control minds and dominate the battlefield. Their words inspire, terrify, and manipulate entire groups, making them unparalleled in both social and combat scenarios. Upon joining this college, they gain proficiency in Insight and Deception, and if already proficient, they gain Expertise, allowing them to add double their proficiency bonus to checks with these skills.
Level 3: Irrefutable Woods
Starting at 3rd level, your words carry an undeniable power, overwhelming the will of others. When you cast a spell or use an ability that targets a creature, you can manipulate their resolve for a guaranteed impact.
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Save Interference:
When a creature makes a saving throw against one of your spells or abilities, you can expend a Bardic Inspiration die to impose disadvantage on the saving throw. If the creature fails, it takes psychic damage equal to your Bardic Inspiration die. -
Lingering Effect:
If a creature succeeds on the saving throw, they still feel the weight of your words. They have disadvantage on their next ability check or attack roll (your choice) before the end of your next turn. -
Critical Control:
If the creature rolls a natural 5 or lower on the saving throw (after modifiers), they automatically fail, and you regain the Bardic Inspiration die used to activate this ability.
Use Limit:
- Each instance of Save Interference requires expending a Bardic Inspiration die.
- The Lingering Effect is triggered only when you use Save Interference, which expends a Bardic Inspiration die.
- You can only use Critical Control when you have an available Bardic Inspiration die.
Level 3: Words of Irresistible Command
At 3rd level, your Bardic Inspiration carries irresistible authority, compelling creatures to obey your will or falter under your influence. When you use Bardic Inspiration, you can target one creature within 30 feet that can hear you. The creature must make a Wisdom saving throw against your spell save DC. On a failure, you choose one of the following effects:
- Compel Action: The creature is Charmed or Frightened (your choice) until the end of your next turn.
- Force Vulnerability: The creature loses the ability to make opportunity attacks until the end of your next turn, leaving it open to repositioning tactics.
Additionally, you can expend a Bardic Inspiration die to cast Suggestion without using a spell slot, targeting up to your Charisma modifier creatures (minimum of 1).
Silver Tongue: When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a roll of 9 or lower as a 10.
Use Limit:
- Compel Action/Force Vulnerability/Subjugate Reaction: Requires expending a Bardic Inspiration die.
- Improved Suggestion: Requires expending a Bardic Inspiration die.
Level 6: Unyielding Command
At 6th level, Your commanding presence ensures that failure is not an option. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the Bardic Inspiration die is not expended.
Starting at 14th level, when this feature activates, the creature also gains temporary hit points equal to half your Charisma modifier (minimum of 1).
Level 14: Master of Command
At 14th level, your mastery over words has reached its peak, allowing you to overwhelm the minds of multiple creatures at once with a single command. As an action, you can target all creatures of your choice within 30 feet that can hear you. Each creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is affected based on its current hit points:
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Dominated (High HP):
- If the creature has more than half its hit points remaining, it becomes Charmed by you for 1 minute or until it takes damage. While Charmed, it treats you as a trusted ally and will not attack you or your allies.
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Shaken (Mid HP):
- If the creature has half or fewer hit points remaining, it becomes Shaken until the end of its next turn. While Shaken:
- It has disadvantage on attack rolls.
- It cannot take reactions.
- If the creature has half or fewer hit points remaining, it becomes Shaken until the end of its next turn. While Shaken:
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Crushed (Low HP):
- If the creature has one-quarter or fewer hit points remaining, it is Incapacitated until the end of its next turn, overwhelmed by the weight of your presence.
Additional Effects:
- Creatures that fail the saving throw and are Charmed, Shaken, or Incapacitated by this ability also take psychic damage equal to your Charisma modifier (minimum of 1).
- On a successful saving throw, creatures take half damage and are not otherwise affected.
Use Limit:
- You can use this feature once per long rest.
- Alternatively, you can expend a 7th-level spell slot to use it again.
Previous Versions
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12/16/2024 5:34:34 AM
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12/23/2024 10:12:29 PM
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