Bard
Base Class: Bard

Bards go to this college to train their voices to have an alluring melodic quality to it, using that voice and magic to bend others to their will. These Bards EMBODY melody and song, their voices luring others into a false sense of security...

Level 3: Alluring Melody

Your voice is so enchanting, it distracts and disorients enemies.

-Any time you make a charisma-based ability check, you may roll your Bardic inspiration die and add the result of that roll to the check. This does not consume the die.

- Your Enchantment spells have a bonus to their save D.C.'s equal to half your proficiency bonus, rounded down.

-You learn the Friends cantrip (Doesn't count against normal amount of cantrips known). When you cast Friends, it does not require concentration, lasting for ten minutes instead. The only way a creature is aware of you charming them in this way is if they succeed the initial saving throw.

Reliable Inspiration

Your voice is so melodic, others find themselves inspired to a much more reliable degree.

-Anytime a bardic inspiration die is rolled, a roll that is less than half the maximum (3 for a d6, 4 for a d8, 5 for a d10, 6 for a d12), the half number may be used in place of the roll.

-You gain an additional two maximum uses of Bardic inspiration, regardless of how many you had prior.

Captivating Enchantment

Enchantment spells are simply that much more powerful when casted by your melodic voice

-Anytime you cast an enchantment spell of fifth level or lower, you gain the following effects:

          -You may target one additional creature, so long as the second creature is ALSO in range of the spell and within 30ft of the first target.

          -Once per long rest (Twice at level 17), you may cast the spell without needing concentration if it needs it, instead lasting for the full duration.

-Starting at level 17, you may use this even if you upcast the spell with a higher-leveled spell slot.

Absolute Allure

No longer is any creature resilient to your charms...

-You ignore any creature's immunity to the Charmed or Frightened conditions, so long as YOU are the source of the charm/fear. Creatures that wouldn't otherwise be immune to these conditions make saving throws against these conditions with disadvantage, ignoring any advantage they previously had. 

-In addition, when a creature is charmed or frightened of you, they cannot repeat the saving throw to end the effect unless they take damage by you and your allies, regardless of what the spell or effect previously stated

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