Bard
Base Class: Bard

The College of Firelight calls to the bards inspired by the magic of the hearth, the spectacle of flame, and the warmth of community. Whether it is by tending to campfires or by performing daring acts of fire-taming, Firelight Bards hone their skills to offer much needed distraction and respite to their fellow adventurers. 

Varied in both temperament and trade, bards in the College of Firelight often lack any formal training. This, however, is no reflection on their skill. Free to wander, they often find that time and experience are the only teachers necessary to learn their craft.

Playing with Fire

Whether subtle or spectacular, your connection to the flames is intrinsic to your art. You learn the Create Bonfire and Control Flames cantrips and the Pyrotechnics and Continual Flame spells. These are treated as Bard spells for you but they do not count against your number of known cantrips or spells.

Soothing Warmth

At 3rd level, the warmth of the fire imbues your inspiration with restorative power. A creature that uses one of your Bardic Inspiration dice gains temporary hit points equal to the roll of the Bardic Inspiration + your Charisma modifier. 

Additionally, a creature can use a Bonus Action and expend your Bardic Inspiration to heal themselves equal to a roll of your Bardic Inspiration die + your Charisma modifier.

Tempting the Flame

The flames of your passion are quick to catch on those that get too close. When you give a creature one of your Bardic Inspiration dice, you can choose to embolden them with the hunger  of the flame. Each time that creature inflicts damage, they deal additional fire damage equal to your Charisma modifier.

At the end of each of that creature’s turns, roll a d20. If it is higher than your Bard level + your Charisma modifier, the creature loses the Bardic Inspiration die. Both you and the creature immediately catch fire, taking fire damage equal to a roll of your Bardic Inspiration die + your Charisma modifier. This damage cannot be reduced in any way. While on fire from this ability, a creature takes damage at the start of their turn equal to your Charisma modifier. A creature stays on fire until they take Cold damage, use an action to extinguish the flames, or are suitably drenched in water.

You can only empower one creature at a time with this ability. If the creature uses your Bardic Inspiration die, they are no longer empowered by this ability.

Hestian Comforts

Bathed in the glow of a campfire, you and your companions are protected by the watching pyre. At the start of a Short or Long Rest, you can choose to protect a number of allied creatures, including yourself, up to your Charisma modifier (min.1) from potential danger. The protected creatures have advantage on all Wisdom (Perception) checks, do not receive the -5 to their Passive Perception while sleeping, and cannot suffer a critical hit. 

These benefits last until the rest is completed or interrupted. If the rest is interrupted by combat or another dangerous encounter, these benefits last until the end of the first round of combat and all chosen creatures gain a Bardic Inspiration die (this does not expend any of your uses of Bardic Inspiration).

Consumed by Inferno

You can use an action to engulf you and the surrounding area in an intense fire. Magical flames expand around you to a radius of 30 ft for up to 1 minute (concentration required). Creatures in this area must make a Dexterity Saving Throw against your Spell Save DC or take 8d8 fire damage. You must also take 8d8 fire damage and there is no way to reduce this damage. A creature that starts its turn in this radius or enters it for the first time on a turn, must make a Dexterity Saving Throw against your Spell Save DC or take damage equal to a roll of your Bardic Inspiration Die + your Charisma modifier. 

Once you use this feature you cannot use it again until you complete a Long Rest or by expending a 5th level or higher spell slot.

Promethian Wards

Starting at 14th level, creatures protected by your Hestian Comforts Class Feature gain additional benefits. They are immune to the Charmed and Frightened condition, have advantage on all saving throws, cannot be perceived by magical scrying sensors and cannot suffer exhaustion or any other adverse effects from nightmares or other related magics.

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