Base Class: Bard
Bards that find themselves part of the College of the Banshee do not seek out great social gatherings as their other bardic brethren do. Instead one would likely find them in solitude near ancient ruins, crypts and graveyards carrying out a solemn duty such as keening for the undead to keep them placid and silent or reinforcing a magical seal by channelling the weave of magic into it via song.
As a result of their prolonged exposure to the necrotic energies of their charges, the bards of the College of the Banshee are altered both physically and mentally. These alterations can make them appear distant or otherwise distracted during moments of rest, seek the peace and quiet of a small group rather than a rowdy crowd when confronted by a social setting and imbue them with abilities considered otherworldly.
Vitality Attunement
As an action you can briefly attune yourself to the lifeforce of creatures around you. You sense the presence of creatures up to 1 mile away that aren’t undead or constructs. You know the general direction they’re in but not their exact locations.
Corruptive Gesture
Starting at 3rd level, you learn Hex and you can cast it without expending a spell slot or choose an ability score of a target in a 30ft range and impose disadvantage on the next saving throw made with that ability score. When you learn Hex from this feature, the spell doesn't count against your number of spells known. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses of this feature.
Unnerving Presence
At 3rd level when a creature that you can see within 30 feet of you makes an attack roll or an ability check, you can use your reaction to expend one use of Bardic Inspiration and roll a Bardic Inspiration die. The target must succeed on a Wisdom saving throw against your spell save DC plus half the number rolled (rounded down). If it fails the saving through, the attack roll or ability check is made at disadvantage and its movement halved until the end of your next turn.
You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. The creature is immune if it can't hear you, see you or if it's immune to being charmed.
Cryptic Inclination
Starting at 6th level, you can choose either Cold, Necrotic or Poison damage when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature.
Cursing Glare
Also at 6th level you learn Bestow Curse and can cast it without expending a spell slot. When cast using this feature, Bestow Curse can now also be cast at a 30ft range. When you learn Bestow Curse from this feature, the spell doesn't count against your number of spells known. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses of this feature.
Bond of the Banshee
Starting at 14th level, your affinity with the incorporeal undead allows you draw upon their aspects in times of need. As an action, you can invoke their energies for one minute to grant you the following:
Speed: fly 40ft (hover)
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60ft
Detect Life: You can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. You knows the general direction they’re in but not their exact locations.
Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. you take 5 (1d10) force damage if you end your turn inside an object. When this feature ends if you occupy the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Death Wail: If you drop to 0 hit points by an attack roll or an ability check by a creature within 90 feet of you whilst under the effects of Bond of the Banshee you release a wail at the creature. The creature must make Constitution saving throw against your spell save DC. On a failure, a creature drops to 0 hit points. On a success, a creature takes 23 (7d6) psychic damage. This wail has no effect on constructs or undead.
You regain the use of this feature when you finish a long rest.
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Posted Nov 5, 2020If the campaign you would be playing this subclass in has a greater emphasis on undead creatures or restoring magical enchantments, please feel free to substitute "Vitality Attunement" for the following feature.
Soothing/Supporting Sonata
At 3rd level, your training allows you soothe undead around you and to bolster degrading or damaged magical enchantments by channelling the weave of magic.
Soothing Sonata: As an action you start a performance to reduce the hostility of nearby undead. While the performance lasts, when an undead is within a 10-foot radius sphere centred on you, it must make a Charisma saving throw. On a failed save, the undead become indifferent and do not become hostile towards creatures of your choice. Undead of a Challenge Rating greater than half of your bard level, automatically succeed on this save. If an undead succeeds on its saving throw, it is immune to this feature for 24 hours. This indifference of an individual undead ends if it is attacked or harmed by a spell. If an undead that failed the Charisma saving throw witnesses any of its friends being harmed by a creature you chose, it re-rolls the Charisma saving throw. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). If the performance lasted for greater than one minute, the undead that failed their Charisma saving throw remain indifferent for twice the duration of the performance.. At 6th level the sphere has a 15-foot radius. At 14th level the sphere has a 20-foot radius.
Supporting Sonata: As an action you start a quiet performance which lasts 4 hours to replenish a magical enchantment which is not at full strength. When the performance ends the enchantment is returned to full strength. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). If the magical enchantment is on magic item, the Supporting Sonata can replenish the magical enchantment of a Common or Uncommon magic item. At 6th level the Supporting Sonata can replenish the magical enchantment of a Rare magic item. At 14th level the Supporting Sonata can replenish the magical enchantment of a Very Rare magic item.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). When you finish a Long Rest, you regain all expended uses of this feature.