Base Class: Bard
Bards who follow the College of Warmth prefer to devote their efforts toward a singular individual. In doing so, they find they can more acutely empower them with their encouraging demeanor. Through this, such Bards retain a kind of control over their allies while bolstering them in a manner that is gentle, not severe.
Level 3: Singular Attention
When you take a Short Rest, you can choose a creature to become the target of your attention. That creature treats all rolls of its Hit Dice during this Short Rest as if it had rolled the maximum result (for example, a d8 results in an 8).
Level 3: Whispered Adoration
When you spend a use of your Bardic Inspiration to inspire a creature, you can choose to whisper your inspiring words into the ear of a creature within 5 feet of you instead. When this creature rolls the Bardic Inspiration die you have given it, the creature can instead roll two dice and take the higher result. Bardic Inspiration gained in this way lasts only 1 minute instead of the usual 10 minutes.
Level 3: Inspiring Devotions
You can choose two Inspiring Devotions, which can be used as a Bonus Action by expending a use of Bardic Inspiration. Each Devotion targets one creature within 5 feet of you that can hear you, other than yourself.
You can choose one more Devotion at 9th level, and again at 13th level and 17th level.
Bolster Safety
When the target rolls a 1 on the d20 for a d20 Test or attack roll, it can reroll the die and use the new roll. This effect lasts 1 hour or until your bestow this Devotion on another creature.
Burn Them All
The target can reroll any damage dice with a result of 1 until the start of your next turn.
Distracting Look
If the target can see you, it immediately makes a Concentration check at Disadvantage against your spell save DC if it is concentrating on a spell or effect.
Don’t Dally
The target can ignore Difficult Terrain, and can use the Dash Acitron as a Bonus Action until the start of your next turn.
Living Shield
When you are the target of an attack roll, the target, if it is a willing creature within 5 feet of you, can use its Reaction to have the attack target it instead. This effect lasts for 1 hour or until you bestow this Devotion on another creature.
Read the Body
If you can see the target, it makes a Charisma saving throw against your spell save DC. If it fails, you learn either its Damage Resistances and Immunities, its saving throw statistics, or its Condition Immunities.
Shall Not Perish
The target makes Death Saving Throws with Advantage while within 30 feet of you, and you can stabilize the creature as a Bonus Action if you are within 5 feet of it. This effect lasts for 1 hour or until you choose to bestow this Devotion on another creature.
Speak No Evil
If the target can hear you, it makes a Charisma saving throw against your spell save DC. If it fails, you can speak a statement of 10 words or fewer about yourself or an object you can see. The target accepts your statement as true and acts accordingly for the next 5 minutes. The target repeats this saving throw whenever it takes damage, ending the effect on a success. On a successful save, the target is unaffected and cannot be the target of this Devotion for the next 24 hours.
Strike True
The target receives a bonus to its attack and damage rolls equal to your Proficiency Bonus until the start of your next turn.
Utterly Infatuating Display
The target makes a Charisma saving throw against your spell save DC. If it fails, it subtracts your Charisma modifier from all attack rolls it makes for the next minute.
Level 6: Intimate Countercharm
Your touch disrupts mind-altering effects. As a Bonus Action, you can touch a creature within 5 feet of you. So long as you continue to keep one hand on the creature, it has Immunity to the Charmed and Frightened conditions. This effect also ends either condition if the creature has one of them. If you touch another creature as a Bonus Action, you can share this benefit with the second creature, but you cannot cast spells with Somatic components while both hands are occupied.
Intriguing Stranger
You gain the ability to study the patterns and nuances of a creature in order to become more familiar with it and its social expectations. After 1 minute of speaking with a creature in a language you both understand, you have Advantage on Charisma (Persuasion) and Charisma (Deception) checks against the creature.
Level 14: Painful Adoration
You have learned to so utterly infatuate a creature in such a way that it wishes it to never end. When a creature that is Charmed by you has the condition end, you can expend one Bardic Inspiration die as a Reaction to force that creature to take 6d6 + your Charisma modifier of Psychic damage.







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