Bard
Base Class: Bard

This college can only be learned from heart when someone is truly freed of something in their personal life, whether its literal shackles, emotional, familial or some other means of keeping one still. Only freeing yourself can lead you down this path. 

Level 3: Combat Controller

When you take this sub-class at level 3, you are able to use your bardic inspiration die and add it to your initiative roll. At the start of your first turn in combat, you may choose (Up to the number that you rolled on your bardic inspiration) to effect during this combat. These people are either supported or hindered by you.

People you support gain the buff “Inspired.” When affected by this buff they gain 1d4 every round until combat ends to add to all of their rolls (Including damage.) (This d4 die upgrades when your bardic inspiration dice does.)

People you hinder gain the “Depression” debuff. People Afflicted with this hindrance gain a 

minus to their rolls equal to the number rolled on the initial bardic inspiration die at the start of combat (to a maximum of 5) for the first 3 rounds of combat.

Level 3: Hoard Control

Also at 3rd level, You can use a bardic inspiration die as a bonus action. This Die is used to increase the damage of the people you support, OR decrease the damage of the people you hinder. You can instead use this die total to add(or subtract) to people's initiative combat, changing where they are in the order after combat has started. This turn order is respected on the next turn of combat. When someone is affected positively they gain 10 extra feet of movement and an additional action for one turn. When Affected negatively their movement is reduced by 10 feet and they can no longer take reactions until the start of your next turn.

For every one person below you in initiative count you gain 1 HP worth of healing at the start of your next turn.

Fortitude in Friendship

Starting at sixth level you gain the ability to increase you and your allies max health forever once. Rolling a bardic inspiration dice plus your charisma modifier. In addition anyone whose HP has been increased through these means are now all benefited when you give your bardic inspiration while only using one die usage. Whenever people who have had their hp increased by this ability are damaged, you're able to cast a spell as reaction.

Also At sixth level when starting combat, you are immediately aware of where you are in turn order. 

Level 6: Moving Winds

When you Reach sixth level you gain the ability to use a bardic inspiration die to target a set number of people. These people must make a DEX saving throw against your spell save DC. Each person who fails can be moved up to 15 feet in any direction. When rolling a 2 or 1 on the bardic inspiration die, your spell save DC gets a +2 to its check to make the more focused winds stronger to resist.

Also when you reach sixth level, Every time you use your bardic inspiration dice, or someone else uses it you can reroll the die once and you must keep the new roll.

Level 14: Footwork

When you reach 14th level your understanding of combat gives you an advantage on initiative rolls and can add your charisma modifier to them.

People affected by fortitude in friendship also gain a bonus to their initiative rolls equal to your charisma modifier. 

Anytime you use an action, bonus action, or reaction you can move up to 10 feet in any direction. Any movement you do, can no longer trigger attacks of opportunity and you gain advantage attack and spell attack  rolls against anyone lower than you in initiative.

The Amount of distance you can move people with your Moving Winds is doubled to thirty.

You gain +1AC for every 15 feet of movement you have.

In addition you also can use 30 ft of movement to regain a spell slot of 5th or lower. This feature can be used twice.

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