Base Class: Bard
Bards of the College of Revelry employ bawdy folk songs to fill their allies with courage and cheer. As entertainers, they commonly ply their trade in taverns frequented by working folk, where their performances inspire merry dancing and laughter.
Other bard colleges sometimes condescend the College of Revelry for its low humor and simple verse. Those who practice its ways know otherwise: their music channels the very soul of the people. When the strings are plucked just so, they can soothe old wounds and sow peace where dissent or uprising would otherwise bloom.
Bards from this college rarely gather in a single place to train, preferring to impart knowledge through chance meetings on highways or taverns. Fairgrounds and beer festivals draw them together, but such gatherings are an opportunity to entertain rather than study. Those seeking to join their ranks must go where local folk gather after work, where the ale flows free and the evenings are long and jolly.
Inspire Bravado
When you join the College of Revelry at 3rd level, your music and song inspire bravado in your allies, creating an effect akin to a brief bout of reckless drunkenness.
When a creature gains a Bardic Inspiration die from you, it can choose to additionally gain the following benefits which remain until the die is lost: the creature can’t be frightened and gains a bonus to melee weapon damage rolls equal to your Charisma modifier (with a minimum bonus of +1). In addition, attack rolls against the creature have advantage. When an attack damages the creature, it can use its reaction to roll the Bardic Inspiration die and reduce the damage taken by the result.
Merry Performance
Starting at 3rd level, your performances can pacify enemies and bring rivals together in mirth and song. If you perform to a non-hostile audience for at least 1 minute, you can attempt a DC 15 Charisma (Performance) check to magically inspire cheer. On a success, for 1 hour you gain advantage on Charisma (Persuasion or Deception) checks when interacting with members of that audience. In addition, any creature in the audience that attempts a hostile action during that hour must first succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature become indifferent to the creature it was hostile toward. These effects end if you or your companions do anything harmful to the audience.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Powerful Magic
At 6th level, certain spells gain new potency when added to your repertoire. When you cast any of the following enchantment spells on a target, you can spend a Bardic Inspiration die to impose disadvantage on the next saving throw that the target makes to resist its effects: calm emotions, charm person, compulsion, enthrall, friends, hypnotic pattern, mass suggestion, Otto’s irresistible dance, suggestion, Tasha’s hideous laughter.
Lord of Revels
At 14th level, your performances can calm even hostile crowds. As a bonus action, you cast calm emotions, without expending a spell slot, and begin a performance that lasts for 1 minute or until you are incapacitated. During this time, you can cast calm emotions as a bonus action on each of your turns, without expending a spell slot. The spell’s duration lasts for the duration of the performance, even if you lose concentration on it.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments