Base Class: Bard
It's been said that idle hands are a devil's playthings, and no one knows it better than bards of the College of the Inferno. Deal makers, heart breakers, and always destructive, bards of this college associate a good time with a fight, a mosh pit, or any kind of competitive or collaborative violence.
Always the center of attention, these bards are often reckless and reactive, though they generally take pride in paying their debts so as not to smear the name of their college. More an act and an art form than a personality, infernal bards strike awe and fear in their audiences as a performance. Daredevils and stunt artists connect with this college, as do satirists, devising routines and exposés that are often daring or dangerous. Their offensive nature calls to the baser instincts of people—a sword juggled too closely to the skin, a clever song about the dark secrets of the nobility, or a fire too hot to touch unscathed.
Stygian Jinx
3rd-level College of the Inferno feature
You begin to express the powers of fiends. Choose the source of your powers from the Fiendish Origins table below, or make up a new one.
When a creature within 60 feet of you can see makes a saving throw, you can expend one use of your bardic inspiration to manifest a momentary scene of disaster around the creature. Roll the bardic inspiration die. The creature takes magical damage equal to result if it fails the saving throw, or half as much if it succeeds. The damage type can be bludgeoning, piercing, or slashing, or it can be cold, fire, or lightning (your choice).
Fiendish Origins
| d6 | Origin |
|---|---|
| 1 | You sold your soul to a devil in exchange for musical prowess. |
| 2 | A yugoloth taught you power to repay a favor you once performed. |
| 3 | You lost a year of your life gambling with an incubus, but your winnings were much greater. |
| 4 | You wield the power of the abyss after being doused in demon ichor. |
| 5 | You were pulled from the mouth Tarterus, but not without your magic being scarred by its touch. |
| 6 | Your infernal ancestry fully unveils itself. |
Devil in the Details
3rd-level College of the Inferno feature
You know any number of obscene threats that are terrifying to those who hear them. As a bonus action on your turn, you can strike fear in the heart of one creature within 10 feet of you that can see or hear you. The target must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target uses half of its movement to move as far away from you as possible. It does not move through obviously hazardous terrain. This move does not provoke opportunity attacks. A creature that is immune to the frightened condition is immune to this effect.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after finishing a long rest.
Infernal Expression
6th-level College of the Inferno feature
Your chaotic performances can call influence from abyssal or hellish realms. As an action, you can expend a bard spell slot to summon a fiend into an unoccupied space within 5 feet of you. You can summon any fiend with a CR equal to or lower than 1+ the level of the spell slot you expend. Roll initiative for the fiend, which has its own turns. It is controlled by the DM, unless you use a bonus action on your turn to command it to harm a creature or cause destruction, or to return to its native plane. If you do, the fiend obeys the command to the best of its ability on its next turn, using its action to do so.
The fiend violently explodes in a flash of planar energy after 1 minute, or earlier if you command it to return, or if it dies.
You can summon a fiend with this feature once, and can not do so again until you finish a long rest.
Sign Here
14th-level College of the Inferno feature
The laws of the planes and the arcane now demand that extended contact with you requires a signed waiver. As an action, you can magically draft a binding contract or waiver. A number of creatures (other than you) equal to your proficiency bonus can sign the contract as an action, if you allow them to. The contract expires if you use this feature to make another one.
When a creature that has signed your most recent contract rolls a bardic inspiration die that you give it, it can keep the die until the start of its next turn, using it as many times as it wants until then.
Previous Versions
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6/14/2021 2:32:54 AM
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6/14/2021 6:51:05 PM
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31
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Posted Jun 14, 2021forgot to add the action for Sign Here on the feature. Added in this version.