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Bard |
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Bard: Bardic Tradition: Orator |
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A master of spoken word who delivers powerful speeches and
recitations, using rhetoric, eloquence, and magic to move and influence
listeners. |
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Orator Features |
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Skilled Orator You gain
proficiency in one of the following skills: Deception, Performance, or
Persuasion Eloquent Speaker You learn
the influence cantrip. In addition,
once between short or long rests, you can have a creature automatically fail
its saving throw against the influence cantrip. Befuddling Wordplay As an action,
you can target a creature within 60 feet that can hear you. The target must
succeed on an Intelligence saving throw or become confused until
the end of your next turn. On subsequent turns, you can use your action to
maintain this effect, extending its duration until the end of your next turn.
When you extend the duration of the effect, the creature can repeat the
saving throw ending the effect on a success. Once the effect
ends, or if the creature succeeds on its initial saving throw against this
effect, you can't use this feature on that creature again until you finish a
long rest. Inspiring Speech Beginning at
10th level, you can use 1 minute to inspire your allies with an inspiring
speech. When you do so, you expend one bardic performance die. When you
finish your speech, you roll the bardic performance dice twice. Each creature
that heard you inspiring speech for the full duration gains temporary hit
points equal to the result of the roll + your Charisma modifier. These
temporary hit points last for up to 1 hour. In addition,
while a creature has these temporary hit points, that creature can choose to
forgo the remaining temporary hit points when it takes the attack action to
grant itself advantage on all attack rolls until the beginning of its next
turn. Master Manipulator At 14th level,
you learn the following spells: charm monster, geas, modify memory and suggestion.
You can cast each of these spells once between long rests without expending
spell slot. Further, when
you cast an enchantment spell that cause one or more creatures to
become charmed, any creature that fails the saving throw remains
unaware of being influenced by magic when the spell ends. |