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'''Magic Coin.''' Also at 3rd level, you know that coins can be just as powerful as the most enthralling rhetoric. Whereas other bards may use words and song as their means for conjuring spells, you instead use a simple coin. You can use any coin worth at least 1 cp as a spellcasting focus for your bard spells. | '''Magic Coin.''' Also at 3rd level, you know that coins can be just as powerful as the most enthralling rhetoric. Whereas other bards may use words and song as their means for conjuring spells, you instead use a simple coin. You can use any coin worth at least 1 cp as a spellcasting focus for your bard spells. | ||
In addition, you can use an action to magically fling a coin from your hand at a target within 60 feet of you. Make a ranged spell attack with the coin, using your Charisma mod- ifier for the attack roll. On a hit, the target takes 1 | In addition, you can use an action to magically fling a coin from your hand at a target within 60 feet of you. Make a ranged spell attack with the coin, using your Charisma mod- ifier for the attack roll. On a hit, the target takes 1 bludgeoning damage plus 1d12 thunder damage. Immediately after the attack, the coin returns to your hand. If you roll a 20 on the attack roll against a hostile creature using a non-magical copper, silver, electrum, or gold piece, the coin is magically duplicated when it returns to your hand. The new coin can appear in your hand, at your feet, or in a coin pouch on your person (your choice). | ||
The coin’s thunder damage increases by 1d12 when you reach 6th level (2d12) and 14th level (3d12). | The coin’s thunder damage increases by 1d12 when you reach 6th level (2d12) and 14th level (3d12). | ||
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'''Shrewd Consumer.''' Starting at 14th level, whenever you cast a spell that consumes a material component, drink a potion, or use a spell scroll that’s worth no more than 500 gp, there is a 50 percent chance that the component, potion, or scroll isn’t consumed. In addition, you can use a bonus action to take the Use an Object action or drink a potion. | '''Shrewd Consumer.''' Starting at 14th level, whenever you cast a spell that consumes a material component, drink a potion, or use a spell scroll that’s worth no more than 500 gp, there is a 50 percent chance that the component, potion, or scroll isn’t consumed. In addition, you can use a bonus action to take the Use an Object action or drink a potion. | ||
== College of Mysteries == | |||
The College of Mysteries is dedicated to uncovering secrets that lie hidden. Whether these secrets are held by time and lost to millennia, or knowledge held captive by a secret few who wish to obfuscate the truth, bards belonging to the College of Mysteries seek to unearth them and bring them back into the light.<br> | |||
There are, however, those bards that specialize in keeping the secrets they uncover just as well as unearthing them. These bards collect secrets for their own benefit or pleasure, and give one out only in rare circumstances, or for the right price. | |||
==== Answers Given ==== | |||
When you join the College of Mysteries at 3rd level, you gain the ability to peer behind the veil and see the truth. When you are in conversation with a creature, you can expend one use of your Bardic Inspiration to peer into its thoughts as per the Detect Thoughts spell for 1 minute. As an action, you can probe deeper as per the spell, although if the creature fails the saving throw it doesn't realize your infiltrating presence in its mind. However, when you do so, you gain insight into the nature of any secrets it might harbor, rather than its emotional state or reasoning. If the creature succeeds on the saving throw, it can feel an intrusive presence in its mind that it can shut off. | |||
==== Fine-Tuned Ears ==== | |||
At 3rd level, your hearing has become exceptional at noticing secrets. You have advantage on Perception (Wisdom) checks made to notice secretive movement or communication, such as whispers or coded gestures. | |||
==== Frightful Secrets ==== | |||
At 6th level, 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. Each creature of your choice within 30 feet of you that isn't deafened must succeed on a Wisdom saving throw or become frightened for 1 minute. While frightened, each creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect early on a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
==== Eyes Unveiled ==== | |||
At 14th level, you gain Truesight out to a range of 60 feet. You can see invisible creatures or objects, and the true nature of shapeshifted creatures. | |||
=== College of Swords === | === College of Swords === |