Bard
Base Class: Bard

Bards of the College of Vigour are daring dynamos that weave arcane properties into their words to motivate others. By recounting tales of old, they spark feelings of strength and superiority into their audiences. Whether inspiring the generals of Army halls or conveying the politics of ancients long past to the nobles of elaborate courts, you can ensure that these 'Vigours', as they are sometimes called, will be able to reinvigorate those around them; holding them spellbound. They can use their gifts to enhance the prowess of allies near or enervate creatures that act against them. With their songs they can bring foes of great proportions down to their knees with songs of anguish and bloodshed. They can raise allies to new heights, alongside that of the heroes in their tales.

Bonus Proficiency

When you join the College of Vigour at 3rd level, you gain proficiency with a Herbalism Kit and the Wisdom (Medicine) Skill.

Healing Savant

Also starting at 3rd level, your words become angelic and otherworldly, better suiting your regenerative capabilities. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Charisma Modifier.

At 11th level, you can add half your proficiency bonus to the amount healed. Then at 18th level you can add your full proficiency bonus.

Toughened Spirit

Furthermore, at 3rd level, you can your words to toughen the exterior of a creature and to grow resistant against oncoming blows. When an ally within 60ft of you is being attacked, you can use your reaction and expend a use of your Bardic Inspiration to grant them a temporary bonus to their AC.

As a reaction you can roll your Bardic Inspiration die and divide the number by 2 (rounded up) and the target adds that number to their AC until the beginning of their next turn. This feature scales with your Bard levels, as your Bardic Inspiration improves.

Vigorous Combat

At 6th level, you gain the ability to exaggerate the strength of your allies that makes opposing enemies fear them. As a bonus action you can mark a creature within 60ft of you for strength, the next attack they perform is done so with advantage and the next attack against them is done with disadvantage.

This effect can be amplified by expending a use of your Bardic Inspiration; when done so all hostile creatures within 15ft of the target must succeed on a DC 14 Wisdom saving throw, or become frightened of them for 1 minute. This feature can be used as many times equal to your Charisma modifier between Short rests, however, can only be amplified once per short rest. The Amplification DC increases to 16 at 12th level, and then to 18 at 18th level.

Dynamic Melody

Beginning at 14th level, you can weave arcane words and healing properties into your songs, to enhance the powers of those around you. You can learn special songs that grant boons to yourself and allies; you can only use one song per attack. You start off with one Song and can learn an additional song of your choice at 16th and 18th level. You can use your Dynamic Melody feature a number of times equal to your Charimsa Modifier between Long rests.

Song of Celerity

You learn to play a rapid, magic-laden tune that quickens your allies' movements and reactions. As a bonus action, spend one Bardic Inspiration die on a creature within 60 feet who can hear you. The creature is immediately freed of any slow spell or similar effect. Additionally, on its next turn it may use its bonus attack to move up to its walking speed or increase its initiative by the result of your inspiration die, potentially moving up in the turn order.

Song of Cleansing

You weave healing words and melodic tunes into your music to heal your allies in battle. As a bonus action, you may spend one Bardic Inspiration die to remove a single disease or the blinded, charmed, or incapacitated condition from an ally within 60 feet, the target must be able to hear you.

Song of Sight

You begin to perform an intense song conjoined with vivid arcane to boost the awareness of allies near. You can use an action to expend a use of your Bardic Inspiration and begin playing your Song of Sight. Whenever you are playing this song, you and all allies within 30ft of you are affected as if by the true seeing spell. You must concentrate on this song as though it were a spell to maintain it, up to 5 minutes.

Song of Subtlety

You learn to cloak your magic within a veil of mystery and concealment. When you cast a spell with no readily visible effect, you may expend one Bardic Inspiration die to cast a subtle spell, concealing any somatic or verbal components in a mask of innocuous gestures and words. A subtle spell is perfectly concealed, and no observer can realize that it has been cast at all except by observation of its results. The target of a subtle spell is never aware that they were ensorcelled once the spell wears off, even if the spell description would indicate otherwise.

Song of Succour

You can use your music to revitalize your allies. As a bonus action, spend one Bardic Inspiration die on an ally within 60 feet who can hear you. Roll the die four times, restoring the number of hit points equal to the result.

Song of Vitality

You can perform an inspiring war song that makes your allies better combatants. As an action, spend one Bardic Inspiration die to boost an the strength of an ally within 20ft of you; as long as you continue to play, your ally may roll a die equal to your Bardic Inspiration die once per turn and add the result as a bonus on any strength check, saving throw or any weapon damage roll. Additionally, while affected by a song of strength, your ally may swim or climb at their full normal walk speed. You must concentrate on this song as though it were a spell to maintain it.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2018 8:12:41 PM
323
13
5e
Coming Soon

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