Bard

 

Bard: Bardic College: College of Charm

Bards of the College of Charm use their charisma to enchant and captivate. With a mere glance or word, they sway hearts and minds, effortlessly turning foes into allies and mundane moments into unforgettable experiences.

College of Charm Features

Spiritual Focus

When you join the college of spirits at 3rd level, you learn to employ tools that aid you in channelling spirits.

You can use the following objects as a spellcasting focus for your spells: candles, crystal balls, skull or bones, spirit boards, or special card decks.

 

Awaken Spirit

Beginning at 3rd level, you can call forth a spirit to aid you as an action. The spirit appears in a space within 30 feet of you and takes on a form of your choice (e.g., a fox or dragon, or the ghost of an ancestor). The spirit does not occupy the space, and it is immune to all damage and effects.

The spirit remains in place for the duration unless you use an action to use one of the following abilities:

          Healing Touch. The spirit moves up to 30 feet to another unoccupied space and then restores hit points equal to a bardic performance die roll + your Charisma modifier to all creatures within 5 feet of it.

          Ethereal Flight. The spirit moves up to 30 feet to another unoccupied space. It moves through other creatures and objects and each creature it passes through must make a Charisma saving throw. On a failed save, you can roll you bardic performance die. The creature takes force damage equal the number rolled.

          Guardian Spirit. The spirit flies to shield a creature within 30 feet of it. The spirit moves into the creature’s space when you use this ability. Until the beginning of your next turn, you can roll your bardic performance die whenever the target takes damage and reduces the damage by the result of the roll.

You can use this feature once between short or long rests. The spirit disappears after 1 hour or after you have used an action on its abilities a total number of times equal to your Charisma modifier.

 

Tales from Beyond

At 6th level, your communion with spirits allows you to learn their tales.

While you are holding a spiritual focus, you can use a bonus action to expend one of your bardic performance dice and roll on the spirit tales table using your bardic performance dice to determine the effect of the spirits’ tale. You retain the tale in mind until you use an action to bestow the tale’s effect onto a creature with 30 feet, or you finish a short or long rest.

You can retain only one of these tales in mind at a time, and rolling on the spirit tales table again immediately ends the effect of the previous tale.

 

Spiritual Mystic

At 18th level, you gain the following benefits when you use your ‘tales from beyond’ outside of combat:

          You do not have to expend a bardic performance dice to activate the ability.

          You can select any spirit tale effect except ‘tale of death’.

When you use your ‘tales from beyond’ feature in combat, you instead have the ability to nudge the spirits of toward certain tales. You can roll the dice twice and choose which of the rolled tales you retain. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Spirit Tales

Roll

Spirit Tale Effect

1

Tale of Creation. The target can use a bonus action to create an object somewhere within 30 feet. The object is harmless and can fill an area up to 10 feet on each side. The object has 10 + your bard level hit points and an AC equal to 8 + your proficiency bonus + your Charisma modifier. The object is worthless.

2

Tale of the Instigating Animal. For the next hour, whenever the target makes an ability check, the target can roll your bardic performance dice immediately after rolling adding the result to the check.

3

Tale of the Bound Hearts. Two creatures within 30 feet are bound for 1 minute. When one takes damage, the other gains advantage on its next attack roll against the creature that dealt the damage.

4

Tale of the Runaways. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. After the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately also use a reaction to teleport 30 feet.

5

Tale of Vengeance. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your bardic performance die.

6

Tale of the Traveller. The target gains temporary hit points equal to a roll of your bardic performance die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 20 feet.

7

Tale of the Imposter. The target gains an illusory copy of itself within 30 feet of the target. When it does so, the target can also turn invisible or take on the appearance of another creature it can see. The target can control the illusory copy mentally. Physical interaction with the illusory copy reveals that it is an illusion. If the target was turned invisible by this tale, the tale ends if the target attacks or casts a spell. Otherwise, the effect ends after 1 minute.

8

Tale of the Saviour. The target regains hit points equal to two rolls of your bardic performance dice + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

9

Tale of the Oath. The target adds your Charisma modifier to all dice rolls until the end of its next turn.

10

Tale of the Dragon. The target immediately spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your bardic performance die on a failed save, or half as much damage on a successful one.

11

Tale of the Hero. For 1 minute, the target can make an additional weapon attack when it takes the attack action on its turn. The target adds your bardic performance die to the damage roll of this attack.

12

Tale of Death. The target takes 5d12 psychic damage.