Base Class: Bard
The College of Curses consists mostly of bards related to or interested in the Nine Hells and the Abyss. Their words and songs are empowered by this relation, but over time, they discover that it's more of a deal than a handout.
This subclass is a Quixotic-Dragon production.
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- Is this subclass unique enough to be justified as its own thing?
- Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
- If so, what?
- Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
- Are there any changes you would make in order to make the subclass more fun or easier to play?
- Are there any other notes or improvements you would make to this class that were not mentioned in these questions?
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Bonus Cantrips
Starting at 3rd level, you know the eldritch blast cantrip and one other of your choice from the warlock spell list. These don't count against the number of cantrips you can know, and Charisma is your spellcasting ability for these spells.
Demonic Instrument
Starting at 3rd level, you cannot willingly abandon your instrument.
If you leave it behind, it will simply end up in your inventory again. It constantly speaks into your mind, prompting you to do things that you may not want to do, and most likely prepping you to become a delicious soul-snack.
However, you know the find familiar spell, and can summon an imp or quasit to act as such. Your familiar acts on its own and has its own initiative, but is compelled to listen to you if and when you give it orders.
Devil May Care
Starting at 6th level, you gain the ability to charm demons. Using your demonic instrument, you may make a performance check. All creatures within 60 feet of you who have the fiend, infernal, or abyssal subtype must make a Wisdom saving throw vs your spell save DC. On a successful save, the target is unaware you tried to charm them. On a failed save, they are charmed by you. A creature charmed in this way idolizes you, speaks glowingly of you to anyone who talks to it, and hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. During the first round of this charm, you can cast Command as a free action on each creature you charmed in this way. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
All these benefits come with a price. You have disadvantage on saving throws against mind-affecting effects bestowed by creatures with these subtypes.
Eldritch Knowledge
Starting at 6th level, you gain one warlock eldritch invocation that you fulfill the prerequisites for. You gain another invocation at 14th level.
Devilish Companion
At 14th level, your familiar has grown to like you, and is willing to transform into something more useful... for a price, that is. You can expend a use of bardic inspiration to command your familiar to transform into a CR 4 fiend of your choice. This transformation lasts for one minute.
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Posted Jun 10, 2021The double sided mechanics don't seem to be balanced out by good enough abilities, and the curses don't have much of a negative impact because the Demonic Instrument ability only has a small flavor difference and the Devil May Care abilities curse is too situational . You may want to consider removing them or increasing the potency of the good and bad abilities, along with maybe increasing the number of different curses. Demonic Instrument should probably force the familiar to begrudgingly follow your orders, similarly to the Orzhov Keyrune from the Ravnica setting. The Devil May Care ability doesn't seem that useful unless you are interacting with fiends. You may want to consider changing that ability to a less situational one.
I hope this helps! Remember, these are just suggestions and you don't need to listen to them. Have a nice day!