Base Class: Bard
Bards of the College of Charm excel through magically enhanced duplicity. Exceptionally gifted in the school of enchantment, these bards use their gifts to sway even the most stubborn minds, and can channel more of their forceful personality into mind-affecting spells.
Bards of the College of Charm know better than anyone else the power they wield over another’s mind, and so are hesitant to form meaningful relationships with other bards of this college. Loose fraternities of these bards may span nations—or even continents—never amounting to more than a professional acquaintance.
Double Talk
Starting at 3rd level, when you make a Charisma check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your result. You can choose to do so before or after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Master of Charm
Beginning at 3rd level, your are able to magically undermine the mental defenses of your foes. When a creature rolls a saving throw against a mind-affecting spell you cast, you can expend one use of your Bardic Inspiration. Roll a Bardic Inspiration die and subtract the number rolled from the result of the saving throw. You can choose to do so before or after the dice is rolled for the save, but before the DM declares if the save is successful or not.
Assertive Charm
Starting at 6th level, Understanding how charming a person works and how many of them respond, the true challenge to any Bard from this collage is to charm a creature of the Fey. You may now push away the Fey Ancestry that all fey creatures have. They no longer have advantage against your charm effects, further more Fey creatures no longer are safe from your sleep effects. When attempting to put a Fey creature to sleep use the rules outlined in Sleep with the following changes,
- Fey have Advantage on Saving throw vs your Sleep
- They Fey can only be put into magical sleep for a number of rounds equal to your Charisma Modifier \
- A Fey can only be affected by your sleep once per a 24 hour time frame
Crushing Coercion
Beginning at 10th level, once per turn you can add your Charisma modifier to the damage roll of any spell you cast that deals psychic damage. Additionally, when you learn new spells as you gain levels in this class, you may learn phantasmal killer or Geas as an at will spell with out the need of components or any other requirements for the spell, . These spells count as bard spells for you.
Geas
Phantasmal Killer
Recalibrated Recollection
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your bard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
Previous Versions
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10/7/2018 10:05:16 PM
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Maybe it could be if your sleep is going to affect a fey creature in the bunch. The caster must make two rolls and use the lower one, or maybe. Make one set of rolls and the Fey creature must be the last affected creature.
It wasn't thought out thoroughly but I'm sure there can be changes that DM's can rule if brought up.
> Fey have Advantage on Saving throw vs your Sleep
Creatures don't roll a saving throw against the Sleep spell, so this feature does nothing.
I love this!! It's simple, effective, and it feels like an official subclass. I will say, though: the parameters for Master of Charm are a little bit vague. I would instead change it to apply when a creature rolls an Intelligence, Wisdom or Charisma saving throw.
Also: the second half of Crushing Coercion is very unclear. If it says what I think it says, then allowing a 4th or 5th level spell to be cast at will is far too overpowered, especially at 10th level. I suggest any 1st or 2nd (maybe 3rd) level enchantment spell, and make sure all of the options are of the same level. Maybe phrase it as "choose one of the following spells that you know. You gain the ability to cast that spell at will at its lowest level, without requiring a spell slot or material components"
Another small thing is that Master of Charm is quite a bit more powerful than Assertive Charm. That combined with the fact that 3rd level gives you 2 uses of bardic inspiration, and other levels don't give any, makes my think that Master of Charm should be a 6th level feature and Assertive Charm should be granted at 3rd level. (just to help with steady progression and balance of power between levels) I understand how, logically, Assertive Charm shouldn't be granted at a low level, but functionality is more important in my eyes.
Other than those small remarks, great job! I look forward to seeing future updates!
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