Base Class: Bard
Many tales spread across the material plane, from grand advantures to white lies, epics of heroes and villains to tales of simple men and women, however not all stories are nice and sometimes they are even known to end with tragedy; Bards of the College of Curses specialize in this field of dreadful tales. Tales of deceit and trickery are sometimes powerful enough to fuel the magic of those inclined towards magic; but thanks to their corrupt nature this often results in powerful cursing and hexing magics.
Inescapable Curse
When you join the College of Curses at 3rd level, you become adept at the deceitful and decaying words of many monstrous creatures.
As an action, you can expend one use of your Bardic Inspiration die to curse a creature within 60 feet of you for 1 minute or until you curse another creature. If a creature cursed in this way succeeds on a saving throw against one of your bard spells, it takes necrotic or psychic damage (choose each time you curse a creature) equal to one roll of your bardic inspiration die. At 14th level, this damage increases to two rolls of your inspiration die.
Folk Tales
At 3rd level, you tell stories of hags and devils, witches and warlocks that make deals and contracts, typically all resulting in some dark moral lesson. You have advantage on Intelligence (arcana, history or religion) checks made that recall information about fey, fiends or undead.
Hex Aficionado
At 6th level, you learn to reach out and curse your foes. You learn the bestow curse spell, it doesn’t count against the number of bard spells you know. For you, it has a range of 60 feet.
Contract Of Bound Fates
At 14th level, you have mastered the art of binding creatures in a cursed contract. By spending at least 1 minute conversing with another creature outside of combat you can force that creature into a magically binding contract with yourself. An unwilling creature must succeed on a Charisma saving throw to resist the binding. Once bound to you in this way, the creature cannot willingly target you with an attack or magical effect that targets only you (however it may include you in an area effect, such as the explosion of fireball); vice versa you cannot willingly target the creature with an attack or magical effect that target only it.
The contract lasts until both you and the creature verbally agree to dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/7/2020 10:47:12 PM
|
42
|
1
|
--
|
Coming Soon
|
Comments