Base Class: Bard
To be a true ruler you must understand one thing. You are the ones you lead. Inspire and spread your glory, being the light to those in need and rise above so you may bring those around you even higher.
Rulers Presence
Starting at 3rd level, just being in your presence can inspire many. When a creature spends a Bardic Inspiration die you gave them, they gain Temporary Hit Points equal to the roll plus your Bard Level.
Additionally, once per long rest you can spend a Bardic Inspiration die to grant it to all allies within 30ft of you, and you have advantage on skill checks and saving throws against being Charmed or Frightened.
Awe-Inspiring Rebuke
Finally at 3rd level, you can add your Charisma Modifier to your AC when hit with an attack as a reaction, potentially causing it to miss. The attacking creature then makes a Charisma saving throw against your spell DC if the attack misses, becoming charmed by you until the end of their next turn on a failure. When a creature is charmed in this way their speed is reduced to 0 and they can not take reactions. You may use this feature a number of times equal to your proficiency bonus per long rest.
Commanding Words
Starting at 6th level, the words you twist into your spells can break down even the strongest of beings. When a creature fails a saving throw against your spells, they have disadvantage on the next attack roll they make, and the next instance of damage they take gets rolled twice, using the higher roll.
Till Death Due Us Part
Starting at 14th level, your leading prowess becomes stronger than any other bond. Allies who can see or hear you gain resistance to all damage while they have temporary hit points, and are immune to the Charmed and Frightened conditions.
Additionally you are immune to the Charmed and Frightened conditions.
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