Bard
Base Class: Bard

Bards of the College of Glory crave the spotlight and attention that comes from being at the center of every epic tale.  These dashing minstrels travel to the farthest reaches of the world to jump at the opportunity to take on the most challenging foes with a devilish smirk and confidence that could shatter the gates of Heaven.  While coin would certainly entice the majority of bards, for these glorious heroes, the promise of being the center of legends for generations to come is what truly motivates them.  They relish the opportunity to spread songs and tales of their own adventures.

Transfixed

When you join the College of Glory at 3rd level, you gain the ability to distract your foes with dashing maneuvers that leaves them transfixed on you.  Your allies can capitalize on these opportunities to attack when the enemies least expect it.

When you take the attack action on your turn, you can forgo your attack and distract an enemy within melee range.  When you do so, choose a friendly creature who can see or hear you and expend one Bardic Inspiration.  That creature can immediately use its reaction to make one weapon attack, adding the Bardic Inspiration to the attack roll.

The number of foes you can distract increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, and 4 at 15th level.  Each additional use expends an additional Bardic Inspiration.

Center of Attention

Starting at 3rd level, you can distract a small crowd with your epic tales and songs.

While regaling onlookers for 1 minute, you can attempt to distract your audience with glorious stories and melodies.  At the beginning of the performance, choose a number of humanoids within 60 feet of you who are watching and listening, up to a number equal to your Charisma modifier (minimum of one).  Each target must succeed on a Wisdom saving throw against your spell save DC or become distracted by your magnificence.  While distracted in this way, your allies gain advantage on Stealth and Sleight of Hand ability checks against these onlookers. This effect ends on a target after 1 minute, if it takes any damage, notices its pockets being picked, if you interrupt your performance, or if it witnesses anyone attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to distract it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distracting Elocution

At 6th level, your ability to attract attention and distract foes with your words has become unparalleled.

While you are wearing no armor and not wielding a shield, you can add your Charisma modifier to your AC.

All Eyes on Me

At 14th level, your ability to attract attention is only matched by your desire not to share the spotlight.  Blessed be your allies who get the opportunity to watch you in action!

When a creature attacks using your Transfixed feature, you can choose to use your reaction to goad enemies into attacking you.  Choose a number of creatures within 60 feet who can see or hear you, up to your Charisma modifier (minimum of one).  All targets must make a Wisdom saving throw.  On a failed save, the target must immediately use its reaction, if available, to move as far as its speed allows towards you.  The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.  The target must then attempt a weapon attack against you.  For all failed attacks against you, the ally who benefited from your Transfixed feature is healed for your Charisma modifier.

You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

College Of Glory Image

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