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While Charmed in this way, each affected creature is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'<br> | While Charmed in this way, each affected creature is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'<br> | ||
Once you use this feature, you can't do so again until you finish a Long Rest. | Once you use this feature, you can't do so again until you finish a Long Rest. | ||
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== College of Drama == | |||
Bards of the College of Drama seek to empower the hearts of others by memorializing that which has been lost. Those who follow this tradition are intimately familiar with the immense hardships of a fickle world, but they have also witnessed the strength and beauty that blooms in the wake of loss and victory.<br> | |||
These bards are often travelers, looking to experience life to its fullest, with all the highs and lows that journey entails. Members of the College of Drama are rarely gregarious performers living for the spotlight. They are more likely to be quiet observers composing heartrending ballads or contemplative poems and saving them for when they will have the greatest impact. | |||
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==== Tragic Flaw ==== | |||
''3rd Level College of Tragedy Feature''<br> | |||
You become adept at identifying the driving motivations of others. If you spend at least one day observing a target creature with whom you share a Language, you learn the creatures' Ideal, Bond, and Flaw. When you make a Charisma (Deception), Charisma or Strength (Intimidation), or Charisma (Persuasion) check against the target you can utilize the information learned this way to improve your chances of success.<br> | |||
For example, you might suggest to a creature whose Flaw is their greed that supplying your party with weapons will lead to a cut of any treasure you acquire, or a creature whose Ideal is the importance of community might be convinced that their town would enjoy boosted morale if your party are supplied with the means to kill the local monster. Any time you fail an Ability Check made in this way, you can expend a use of your Bardic Inspiration, adding a roll of your Bardic Inspiration Die to the Ability Check. | |||
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==== Ensemble Cast ==== | |||
''3rd Level College of Tragedy Feature''<br> | |||
You gain Proficiency in Performance, and when you perform, all creatures performing with you have Advantage on their Charisma (Performance) Checks. | |||
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==== Reversal of Fortune ==== | |||
''6th Level College of Tragedy Feature''<br> | |||
You gain the ability to magically influence the course of a creature’s fate. You can use a Bonus Action and expend a use of your Bardic Inspiration to choose one creature that can hear you and is within 30ft of you. Choose one Damage Type, the target gains either Vulnerability or Resistance to the chosen Damage Type (your choice). If the creature has Resistance to the Damage Type and you give it Vulnerability, the Resistance is instead removed. If the creature has Vulnerability to the Damage Type and you give it Resistance, the Vulnerability is instead removed.<br> | |||
When you use this feature on a creature which you have observed with your Tragic Flaw feature, then if the creature has Resistance to the Damage Type and you give it Vulnerability, the Resistance is turned into Vulnerability. If the creature has Vulnerability to the Damage Type and you give it Resistance, the Vulnerability is turned into Resistance. | |||
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==== Satisfying Climax ==== | |||
''14th Level College of Tragedy Feature''<br> | |||
You can learn the flaws of a creature quickly to determine the end of their story. You can use an Action to learn information about a creature within 30ft of you as per Tragic Flaw. Once you do so, you can't do so again until you finish a Long Rest.<br> | |||
You can use an Action to cause a creature which you know information about per Tragic Flaw to force them to make a Charisma Saving Throw, the target can choose to fail this Save. On a failed Save, choose one of the following fates to choose for the target: | |||
*The target recalls all of the pain it has suffered in its life and becomes Burning 6 (Psychic) that can only decay over time. While Burning from this feature, the target is Slowed. | |||
*The target is purged from its previous tragedy and loss and recovers from up to three Conditions of your choice. | |||
*Binding shackles of fate chain the target, causing it to become Stunned and Restrained until the end of your next turn. | |||
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