Bard
Base Class: Bard

The College of Friendship focuses on finding the good in people and bringing it out. All in this college believe in the importance of a second chance. They wish to make friends before enemies and a large majority of those in this area of expertise are pacifists by nature. Most in this college strive to end conflicts before they even begin. Tales tell of single songs, carefully worded letters, and even delicious pastries that have ended wars, corrected criminals, and made even the gods themselves question their own actions. do not wish to kill or harm, merely to understand and bring those who fell into dark paths back into what is good in this world. 

Will of a Golden Heart

Starting at third level, your heart and soul are a conduit for compassion and empathy to all you hold dear. You have advantage on saving throws against charm and frighten effects. In addition if you make a save against a charm or frighten effect you may use your reaction to use your Charisma modifier instead of the normal save. If you do fail a save, even if the spell doesn’t require a save at the end of your turn, you may make a save at the end of each of your turns, ending the charm or frightened condition on a success.
At 6th level you become immune to the charmed and frightened condition. You may also use your reaction to grant one creature you can see within 30ft the ability to use your Charisma modifier for a save they make against a charm or frighten effect.

Soothing Words

When you make a Charisma check, you may use a Bardic Inspiration and choose one of the following benefits:

  • Reroll a natural 1
  • Add the total to the result

Ire of Friendship

At third level you gain one spell from any classes spell list that is an Enchantment spell of a level you can cast. This spell does not count against the number of spells you know. In addition, when you complete a long rest, you may swap this spell for a different enchantment spell from any classes spell list that is of a level you can cast.


Soul of the Golden Heart

You may cast Sanctuary at will requiring only verbal component. When you take the Countercharm action, you may expend a use of Bardic inspiration as a bonus action, target a number of creatures you can see within 60 ft of you up to the number rolled, and grant those targets the effects of the Sanctuary spell. Also when you cast an enchantment spell that targets one creature, a number of times equal to your Charisma modifier you may ignore immunity to the charmed condition. Targets will still need to make a save, however they will make the save with advantage.  You regain expended uses on a long rest.

Gift of the Golden Heart

Your compassion lights up even the darkest of hearts with hints of good. When you cast an enchantment spell, and the target fails their saving throw, they have no idea they are being charmed by you. In addition, when the spell ends, they feel as though they simply had a change of heart, and do not know they were charmed by you. When you cast an enchantment spell of 5th level or higher, you may, instead of the spells normal effect, attempt to change that targets alignment to good. On a failed save against the spell, they become good aligned for 1d4 days (they do remain lawful, chaotic, or neutral becoming lawful good, chaotic good, or neutral good)

Will of the Golden Heart

Starting at third level, your heart and soul are a conduit for compassion and empathy to all you hold dear. You have advantage on saving throws against charm and frighten effects. In addition if you make a save against a charm or frighten effect you may use your reaction to use your Charisma modifier instead of the normal save. If you do fail a save, even if the spell doesn’t require a save at the end of your turn, you may make a save at the end of each of your turns, ending the charm or frightened condition on a success.
At 6th level you become immune to the charmed and frightened condition. You may also use your reaction to grant one creature you can see within 30ft the ability to use your Charisma modifier for a save they make against a charm or frighten effect.

Soothing Words

When you make a Charisma check, you may expend a Bardic Inspiration and choose one of the following benefits:

  • Reroll a natural 1
  • Roll the die and add the total to the result

Ire of Friendship

At third level you gain one spell from any classes spell list that is an Enchantment spell of a level you can cast. This spell does not count against the number of spells you know. In addition, when you complete a long rest, you may swap this spell for a different enchantment spell from any classes spell list that is of a level you can cast.

Will of the Golden Heart

You become Immune to charm and frighten effects. In addition you may use your reaction to grant one creature within 30ft of your that you can see the ability to use your charisma modifier for a save against a charm of frighten effect instead of what the save normally requires.

Soul of the Golden Heart

You may cast Sanctuary at will requiring only verbal component. When you take the Countercharm action, you may expend a use of Bardic inspiration as a bonus action, target a number of creatures you can see within 60 ft of you up to the number rolled, and grant those targets the effects of the Sanctuary spell. Also when you cast an enchantment spell that targets one creature, a number of times equal to your Charisma modifier you may ignore immunity to the charmed condition. Targets will still need to make a save, however they will make the save with advantage.  You regain expended uses on a long rest.

Gift of the Golden Heart

Your compassion lights up even the darkest of hearts with hints of good. When you cast an enchantment spell, and the target fails their saving throw, they have no idea they are being charmed by you. In addition, when the spell ends, they feel as though they simply had a change of heart, and do not know they were charmed by you. When you cast an enchantment spell of 5th level or higher, you may, instead of the spells normal effect, attempt to change that targets alignment to good. On a failed save against the spell, they become good aligned for 1d4 days (they do remain lawful, chaotic, or neutral becoming lawful good, chaotic good, or neutral good)

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