Bard
Base Class: Bard

Level 3 — Living Darkness

You always have Darkness prepared. It doesn't count against the number of Bard spells you prepare.

You can cast Darkness once without expending a spell slot. You regain this use after a Long Rest, or you may cast it using spell slots as normal.

Umbral Performance

Whenever you cast Darkness, you may expend one Bardic Inspiration die to transform it into a Living Darkness.

The darkness gains the following benefits:

  • It moves with you, remaining centered on you (or another willing creature you touch when casting) instead of remaining stationary.
  • It lasts for the spell's normal duration and still requires Concentration.
  • It cannot be attached to unattended objects or moved independently.

Friendly Shadows

Creatures of your choice inside the darkness gain the following benefits:

  • They can see normally through your Living Darkness.
  • They have advantage on Dexterity (Stealth) checks.
  • Opportunity attacks against them are made with disadvantage.
  • They gain temporary hit points equal to the Bardic Inspiration die when they first enter the darkness or start their turn there (once per casting).

Oppressive Gloom

Enemies that cannot see through magical darkness suffer:

  • Difficult terrain while inside the darkness.
  • The first attack they make each turn is made with disadvantage.
  • They cannot benefit from advantage granted by being unseen while inside your darkness.

Level 6 — Echoes in the Dark

Your mastery of living shadow deepens, allowing you to wield darkness as both shield and weapon.

You always have the Shadow Blade spell prepared. It counts as a Bard spell for you and doesn't count against the number of Bard spells you can prepare.

Whenever a creature you can see within your Living Darkness deals damage to one of your allies, you may use your Reaction and expend a Bardic Inspiration die.

Roll the Bardic Inspiration die.

Choose one:

Smothering Echo

The attacker takes psychic damage equal to the die + your Charisma modifier.

Cloak of Night

Reduce the triggering damage by the number rolled + your Charisma modifier.

Veil Step

Move the damaged ally up to 15 feet to an unoccupied space within the darkness without provoking opportunity attacks.

You may use this feature multiple times as long as you have Bardic Inspiration dice available.


Level 14 — Grand Finale: Endless Night

When you cast Living Darkness, you may expend two Bardic Inspiration dice.

For 1 minute, your Living Darkness becomes an Endless Night.

While active:

Allies

Creatures you choose:

  • Have resistance to psychic, necrotic, and radiant damage.
  • Cannot be Charmed or Frightened.
  • Gain +2 AC while inside the darkness.
  • Gain blindsight out to 30 feet while inside the darkness.

Enemies

Hostile creatures:

  • Treat the area as difficult terrain.
  • Have disadvantage on saving throws against your Bard spells while inside the darkness.
  • Cannot take reactions.
  • At the start of each of their turns, they take psychic damage equal to your Charisma modifier.

Curtain Call

Once on each of your turns while Endless Night is active, you may teleport yourself or one willing creature you can see within the darkness up to 30 feet to another location within the darkness.

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