Bard
Base Class: Bard

The College of Embellishment is open to bards who perform for themselves as much as others. Tailored to extreme perfection, your looks are there to captivate both stranger and friend. The cloth-obsessed bards of this college are regarded as not only vain, but narcissistic and finicky. Their performances are an intoxicating swirl of cloth and beads, their faces marked with smiles and rich piercings. Remarkable baubles and patterns are used to lure enemies, confuse foes, or glorify history. The magic distinction of their alterations are worth their weight in gold.

Gaudy Modification

When you join the College of Embellishment at 3rd level, you gain the ability to weave your magical song into creative design and a perfect fit.

One time between long rests you can spend 1 minute to permanently change a nearby single full piece of clothing, a pair of footwear, or piece of non-metal armor into a decorated and glamorous version of itself. You cannot use this magic on an item previously embellished in this way.

The item gains 1 or 2 colors from the Embellishment Table as well as gaining complimentary beads and small false gemstones in highlighted places. You chose the pattern or shape that the colors form.


 

Embellishment Table - 2d6

1d6

Primary Color

1d6

Secondary Color

1

Red

1

Pink

2

Violet

2

Red

3

Choose Light Blue or Navy

3

Silver

4

Bright Green

4

Navy

5

Choose White or Black

5

Yellow

6

Choose Gold or Silver

6

Choose any 1 color.



 

Endless Disguise

At 3rd level, you learn Disguise Self and always have it prepared. When you cast the spell you can target another creature other than yourself that you touch. The affected creature can end the spell at any time.

 

Enthralling Splendor

Also at 3rd level, you can charge your performance with the glamour of your style. If you perform for at least 10 minutes and as long as you are wearing non-illusory jewelry and clothes totaling at least 100 gp, you can attempt to inspire wonder in your audience by singing or dancing, while peacocking your clothes.

At the end of the performance, choose a number of creatures (that are not immune to being charmed) within 60 feet of you who watched and listened to the entirety of your performance, up to a number of them equal to the number you roll on a Charisma (Performance) skill check. Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it attempts to speak glowingly of you to anyone who speaks to it, and they disrespect anyone who thinks you are ostentatious or annoying (although they avoid violence unless it was already inclined to fight on your behalf).

This effect ends on a target after 10 minutes. The effect also ends if the charmed creature takes any damage, if you attack it, or if it witnesses you attacking or damaging any creatures it considers allies.

If a target succeeds on its save against this effect, the target has no evidence or hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Intervention

Starting at 6th level, you gain the ability to veil a set of clothing in a divine splendor. As an action, you make everything that one humanoid within 20 feet from you is wearing or has equipped takes on an unearthly hypnotic glow for 1 minute. The target humanoid must be dressed. During this time the creature wearing the marvelous clothing is aware that they can cast Command as a bonus action on each of their turns, without using a spell slot. If the target of the Command spell succeeds their Wisdom saving throw, they cannot be targeted by a Command spell again in this way.


The unearthly aura lasts for 1 minute, once you use this feature you can’t use it again until you finish a long rest.

Outfit of Shielding

Starting at 14th level, when you roll for initiative, you can use your use of Bardic Inspiration on a creature within 30 feet.

The creature that has the Bardic Inspiration die is bestowed a silver translucent cape that rests upon their shoulders. Whoever has this cape may cast Sanctuary on themselves without using a spell slot. Once they cast Sanctuary using this feature, they can’t do so again while the feature is in effect.

Every time you take damage you must succeed a Charisma saving throw or all of the capes evaporate and the feature ends. When the feature ends, all Sanctuary spells cast using this feature also end.

Previous Versions

Name Date Modified Views Adds Version Actions
8/6/2021 5:02:43 PM
11
1
5e
Coming Soon

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