Base Class: Bard
Bards of the College of Heraldry are more than mere minstrels or jesters; they are the living repositories of lineage, the arbiters of etiquette, and the subtle weavers of political discourse. They are masters of history, diplomacy, and the intricate language of symbols and titles that define the noble houses and power structures of the land. Whether serving as a royal herald proclaiming edicts with a voice that resonates with ancient authority, a diplomat navigating treacherous courtly waters with a silver tongue, a chronicler preserving the epic deeds of an age in soaring verse, or even a discreet agent gathering intelligence through social grace and an unparalleled understanding of human ambition, these bards understand that knowledge of the past and mastery of presence can shape the future. Their performances often recount epic deeds of ancestral heroes, illuminate complex genealogies that bind or sever alliances, or sway councils with elegantly crafted oratory, all subtly imbued with the bard's unique magic to inspire loyalty, instill fear, protect their charges, or subtly influence the very hearts of kings and queens.
Herald's Voice
When you join the College of Heraldry at 3rd level, you gain proficiency in the History and Persuasion skills. If you are already proficient in either skill, you can choose another skill from the Bard skill list. You also gain proficiency with Calligrapher's Supplies, which you can use as a spellcasting focus for your bard spells.
- Additionally, when you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can expend one use of your Bardic Inspiration, roll the die, and add the number rolled to your ability check. You can choose to do so after you roll the d20 but before the DM determines whether the ability check succeeds or fails.
Sigil of Insight
Also at 3rd level, your deep understanding of symbols, lineage, and social structures grants you keen insight.
- You have advantage on Intelligence (History) checks related to heraldry, noble lineages, royal decrees, and the history of established organizations or kingdoms.
- As an action, you can focus on one humanoid creature you can see within 30 feet of you. You make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. If you succeed, you learn one piece of useful, publicly knowable or historically recorded information about the creature's direct lineage, house affiliations, or significant social standing (e.g., They are the third son of Baron Valis of Tyr-Sog, Their family lost their lands during the Keshian border wars, They hold a significant rank within the Mercantyler's Guild). The DM determines the specific piece of information revealed. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rallying Oration
At 6th level, you can weave stirring words of courage and heritage to bolster your allies.
- When a creature (including yourself) uses one of your Bardic Inspiration dice by adding it to an attack roll, ability check, or saving throw, you can use your reaction to further empower them. The creature gains temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier. These temporary hit points last for 1 minute.
- Additionally, if the roll they added your Bardic Inspiration to was a saving throw against being charmed or frightened, they make that saving throw with advantage.
Proclamation of Power
At 14th level, you can imbue your pronouncements with significant magical authority. As an action, you can expend one use of your Bardic Inspiration to issue a Proclamation. Choose one of the following effects:
- Edict of Sanctuary: You choose a point within 60 feet. You create a 20-foot-radius sphere of protective energy centered on that point that lasts for 1 minute. Any friendly creature that starts its turn within the sphere or enters it for the first time on a turn gains temporary hit points equal to your Bard level + your Charisma modifier. Additionally, attack rolls against creatures within the sphere have disadvantage.
- Decree of Condemnation: You target one creature you can see within 60 feet and issue a powerful condemnation. The target must succeed on a Wisdom saving throw against your spell save DC or become vulnerable to one damage type of your choice (from bludgeoning, piercing, slashing, fire, cold, lightning, poison, or thunder) for 1 minute. Additionally, the target has disadvantage on Charisma (Deception) and Charisma (Intimidation) checks for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Once you use either of these Proclamations, you cannot use this feature again until you finish a short or long rest.
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