Base Class: Bard
On the battlefield, nothing is more inspiring than the song of a bard. Those of the College of Success believe this more than anyone else. Taking to the battlefield with song and words of motivation, these bards seek no glory for themselves and strive to elevate their allies to the heights of success so that their song may be sung for centuries. This subclass is intended to bring the SMITE god Ganesha to D&D. Check out D&D Beyond user SexPanther for subclasses based on League of Legends Champions, from whom I got this idea. Feedback is greatly appreciated.
Turn of Fate
At 3rd level, you can push your allies towards success and reward them when they achieve it. Whenever you deal damage to a creature with a bard spell of 1st level or higher, you can expend a use of your Bardic Inspiration to mark that creature. Each ally that deals damage to the marked creature can add 1 roll of your bardic inspiration die to its damage.
Additionally, whenever an ally you can see within 60 feet of you reduces a hostile creature to 0 hit points, you can use a reaction to give that ally a Bardic Inspiration die without expending a use of it. A creature can be awarded this die even if it already has one from you. A creature can only expend 1 Bardic Inspiration die when using it to enhance a roll.
Remove Obstacles
At 6th level, you can remove any obstacles that stand in the way of your allies' success. You learn the spell counterspell, and it doesn't count against the number of bard spells you learn. As an action, you can expend a use of your Bardic Inspiration to enter a meditative trance. While in this trance, your speed becomes 0, and you can't benefit from increases to your speed. You can also cast counterspell at its lowest level without expending spell slots. When you successfully counter a spell this way, you can choose an ally within 10 feet of you to gain a bonus to it's armor class equal to the spell's level. This bonus lasts until the start of your next turn. Your trance lasts for a number of rounds equal to a roll of your Bardic Inspiration die.
At 14th level, your trance improves. You can cast passwall at its lowest level without expending spell slots. You also sprout 2 arms of arcane force, which you can use to grapple creatures up to 2 sizes larger than you. If you choose to use these arms to grapple, you can move before making the grapple, but your trance ends at the beginning of your next turn, and you can't cast counterspell except by regular means. You use your Charisma modifier to make grapple checks with these arms. Any creature that is the same size as you or smaller is restrained while grappled in this way. A creature you grapple with these arms can be marked with your Turn of Fate feature.
Pillars of Success
At 14th level, you can pin down your enemies so that your allies can unleash their full might upon them. You learn the forcecage spell, which doesn't count against the number of spells you can learn. When you cast it, you may choose to create 4 pillars of force instead of a box or cage. When cast this way, the pillars form a cube and can be up to 20 feet apart from each other. Walls of light up to 10 feet high connect the pillars. A creature that comes in contact with the walls for the first time must make a Constitution saving throw against your spell save DC or have its speed halved, for a number of rounds equal to your Charisma modifier. A creature with this speed debuff has disadvantage on saving throws and attack rolls against it have advantage. Each creature that touches these walls is marked by your Turn of Fate feature, regardless of whether it fails its saving throw.
Once you cast forcecage in this way, you can't do so again until you finish a long rest.
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Posted Jul 1, 2025This subclass is only intended for use with paper character sheets