Darkhaven Bard: Difference between revisions

701 bytes added ,  16:09, 14 December 2022
(Created page with "= Bard = Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, an Ìqáalìe in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.<br> A stern Genasi warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic o...")
 
 
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''3rd Level College of Glamor Feature''<br>
''3rd Level College of Glamor Feature''<br>
You can charge your performance with enchanting fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of creatures within 60ft of you who watched or listened to the entire performance, up to your Charisma Modifier. 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 speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any Damage, if you Attack it, or if it witnesses you Attacking or Damaging any of its allies.<br>
You can charge your performance with enchanting fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of creatures within 60ft of you who watched or listened to the entire performance, up to your Charisma Modifier. 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 speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any Damage, if you Attack it, or if it witnesses you Attacking or Damaging any of its allies.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Check with your DM about which of the following you will use for this campaign:
*Once you use this feature, you can't do so again until you finish a Short or Long Rest.
*You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.<br>
Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.<br>
In addition, as a Bonus Action, you can assume a magically majestic presence for 1 minute or until you are Incapacitated. While you are in this form, when a creature Attacks you for the first time on a turn, that creature must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, that creature can’t Attack you on this turn, and must choose a new target for its Attack, if it cannot choose a new target then the Attack is lost. On a successful Save, the creature can Attack you on this turn, but it has Disadvantage on any Saving Throw it makes against your Spells on your next turn.<br>
In addition, as a Bonus Action, you can assume a magically majestic presence for 1 minute or until you are Incapacitated. While you are in this form, when a creature Attacks you for the first time on a turn, that creature must make a Charisma Saving Throw against your Spell Save DC. On a failed Save, that creature can’t Attack you on this turn, and must choose a new target for its Attack, if it cannot choose a new target then the Attack is lost. On a successful Save, the creature can Attack you on this turn, but it has Disadvantage on any Saving Throw it makes against your Spells on your next turn.<br>
You can assume this fierce appearance a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Check with your DM about which of the following you will use for this campaign:
*Once you assume this fierce appearance, you can't do so again until you finish a Short or Long Rest.
*You can assume this fierce appearance a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Frightful Secrets ====
==== Frightful Secrets ====
''6th Level College of Mysteries Feature''<br>
''6th Level College of Mysteries Feature''<br>
You can unveil secrets that frighten the mind. As an Action you emit a low whisper that upsets the ears of anyone that hears it. One creature of your choice within 30ft of you that isn't Deafened must succeed on a Wisdom Saving Throw or become Frightened for 1 minute. While Frightened in this way, that creature must move as far away from you as possible in the safest available route on each of its turns, using the Dash Action, unless there is nowhere to move further, then the creature takes the Dodge Action. At the end of each of its turns, a Frightened creature can repeat the Saving Throw, ending the effect early on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can unveil secrets that frighten the mind. As an Action you emit a low whisper that upsets the ears of anyone that hears it. One creature of your choice within 30ft of you that isn't Deafened must succeed on a Wisdom Saving Throw or become Frightened for 1 minute. While Frightened in this way, that creature must move as far away from you as possible in the safest available route on each of its turns, using the Dash Action, unless there is nowhere to move further, then the creature takes the Dodge Action. At the end of each of its turns, a Frightened creature can repeat the Saving Throw, ending the effect early on a successful Save.<br>
Check with your DM about which of the following you will use for this campaign:
*Once you use this feature, you can't do so again until you finish a Short or Long Rest.
*You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br>
You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br>
If you speak to a creature for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom Saving Throw against your Spell Save DC or be Frightened of you or another creature of your choice. The target is Frightened in this way for 1 hour, until it is Attacked or Damaged, or until it witnesses its allies being Attacked or Damaged.<br>
If you speak to a creature for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom Saving Throw against your Spell Save DC or be Frightened of you or another creature of your choice. The target is Frightened in this way for 1 hour, until it is Attacked or Damaged, or until it witnesses its allies being Attacked or Damaged.<br>
If the target succeeds on its Saving Throw, the target has no hint that you tried to Frighten it. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
If the target succeeds on its Saving Throw, the target has no hint that you tried to Frighten it.<br>
Check with your DM about which of the following you will use for this campaign:
*Once you use this feature, you can't do so again until you finish a Short or Long Rest.
*You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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