Bard
Base Class: Bard

In your experience, music and drugs have always gone hand in hand.  The power of drugs to open the mind to create tunes and notes and magic is infinite.  The College of the Free Mind is for those bards who seek to enhance their musical abilities using drugs.  This isn't just recreational, oh no.  This is the realm of research, of experimentation, of freeing the mind and the music to go places that simply would not otherwise be accessible.  

Stoner's Swagger

Your time spent experimenting with drugs and trying to unlock and understand their potential has made your movement erratic. You barely know what your body is about to do, let alone your foes. The unpredictable nature of your movement almost seems to be guided by an invisible hand, steering you clear of danger. However, this invisible guiding hand does not speak to you to let you know where it is guiding you next.

Starting at 3rd level, all enemy attacks against you have disadvantage. You also have disadvantage on all weapon attack rolls and spell attack rolls.

Inexplicable Talent

You have experienced things beyond your comprehension, and memory. There are somethings that your body seems to remember or to be able to do, and other days your mind feels sharper. There are some moments when you seem to have absolute clarity and remember a skill learned or perfected at some point. Other times, you seem to be on the verge of a breakthrough when you get distracted by something beautiful, like the size of your hand or how your fingers never fing. 

Starting at 3rd level, at the end of a long rest roll 3 D20’s with 2 to 18 representing skills on the skills list. Add your proficiency modifier to the skill rolled. If you are already proficient with a rolled skill, gain Expertise.  On a 20, you can choose the skill with which to gain proficiency (or expertise if you are already proficient). On a 1, you gain no bonus. Any bonus gained from this ability lasts until the end of your next long rest. 

One Mind, One Soul

Your mind has found a way to create connections with the fabric of existence that connects all beings.  

Starting at 6th level, you have found a new way to use your Bardic Inspiration.  As a Bonus Action, expend a use of your Bardic Inspiration die to blow smoke towards a number of creatures equal to your Charisma modifier, who are within 60 feet of you.  You and the creatures can now communicate telepathically, as long as the creatures can speak a language. You can understand anything these creatures say aloud and they can understand you, even if you are not speaking the same language. This ability cannot affect creatures that do not need to breathe, and cannot be used where there is no air (eg. Underwater).

Purple Haze

You gain the ability to intertwine magic into the smoke you blow out from your drugs to either heal or hurt creatures around you.

Starting at 6th Level, as an Action you can release an aura of magical essence around you in a 15 foot radius. You can choose to emit a purple essence, a smog containing healing properties to heal all creatures of your choice, including yourself, within the area for 1D8.  Alternatively, you can choose to emit a green poisonous smog to damage creatures of your choice within the area of effect. All affected creatures must roll a Constitution saving throw versus your spell save DC or take 1D12 poison damage (half damage on a save) and fall prone.

On subsequent turns, you can use your Bonus Action to concentrate on breathing more magical essence into your aura to keep it active. The aura dissipates after a minute of being active, when you stop using your magical essence to maintain it, or if you lose concentration, which ever come first. This effect takes a toll on your body, and you suffer an exhaustion point when the aura fades.

The healing and damage die change when you reach certain levels in this class. It increases to 2D8 healing and 2D12 poison at 9th level, and 3D8 healing and 3D12 poison at 14th level.

Smokey Soul

Your drug use is creating resistances in your body, and opening your mind to be able to shed your physical body.


Starting at 14th level, you become immune to poison and disease and gain the ability to temporarily turn your entire essence into smoke once per long rest.  As an Action, you can turn yourself into a cloud of dense smoke for up to 10 minutes.  In this form, you are invulnerable, occupy 10 square feet, and can pass through anything that regular smoke can pass through. All creatures you choose, that start their turn occupying the same space as you must make a Constitution saving throw, taking 8D8 poison damage, or half damage on a save.

While in this form, you have a movement speed of 20 feet, and you cannot cast spells or maintain concentration.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2020 7:17:34 AM
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