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== College of Diplomacy == | == College of Diplomacy == | ||
Bards of the College of Diplomacy understand that statecraft, like music or drama, is a complicated artform. Formally trained as couriers, aides, stewards, geishas, and ambassadors, these performers use civility and social protocol to open doors where others cannot. In mastering their craft, these individuals also learn to see the connections between magical and social networks, and recognize how each can influence the other. | Bards of the College of Diplomacy understand that statecraft, like music or drama, is a complicated artform. Formally trained as couriers, aides, stewards, geishas, and ambassadors, these performers use civility and social protocol to open doors where others cannot. In mastering their craft, these individuals also learn to see the connections between magical and social networks, and recognize how each can influence the other. | ||
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==== Foreign Relations ==== | ==== Foreign Relations ==== | ||
''3rd Level College of Diplomacy Feature''<br> | ''3rd Level College of Diplomacy Feature''<br> | ||
You learn the proper etiquette for handling those from other cultures. You learn three | You learn the proper etiquette for handling those from other cultures. You learn three Languages of your choice.<br> | ||
In addition, whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a language other | In addition, whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the die as a 10 in addition to the Advantage granted normally. | ||
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==== Magical Networking ==== | ==== Magical Networking ==== | ||
''3rd Level College of Diplomacy Feature''<br> | ''3rd Level College of Diplomacy Feature''<br> | ||
You can utilize your web of personal connections to extend your reach through Khaagaazh. By expending a use of your Bardic Inspiration when you cast a | You can utilize your web of personal connections to extend your reach through Khaagaazh. By expending a use of your Bardic Inspiration when you cast a Bard Spell, you can choose to cast the Spell from the space of a willing creature within 60ft of you that can see or hear you.<br> | ||
When you cast a | When you cast a Spell in this way, that creature also gains a number of Temporary Hit Points equal to the number rolled on the Bardic Inspiration Die + your Charisma modifier. | ||
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==== Secret Communiqué ==== | ==== Secret Communiqué ==== | ||
''6th Level College of Diplomacy Feature''<br> | ''6th Level College of Diplomacy Feature''<br> | ||
Tour mastery of statecraft allows you to communicate with but a meaningful look. | Tour mastery of statecraft allows you to communicate with but a meaningful look. The ranges of both your Countercharm and your Bardic Inspiration features are doubled, and targets do not need to see or hear you to be affected by either of those features.<br> | ||
In addition | In addition, you use your Countercharm feature silently, without moving, and by using a Bonus Action instead of an Action. Until the end of your next turn, targets affected by this use of your Countercharm feature have Advantage on their Charisma, Intelligence, and Wisdom Saving Throws, and can also communicate telepathically with any other affected targets they can see.<br> | ||
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==== Diplomatic Immunity ==== | ==== Diplomatic Immunity ==== | ||
''14th Level College of Diplomacy Feature''<br> | ''14th Level College of Diplomacy Feature''<br> | ||
You can magically compel even your enemies to act cordially towards you. As an Action, you can force up to 5 creatures of your choice within 60ft of you that can see and hear you to make a Wisdom Saving Throw against your Spell Save DC.<br> | |||
A target automatically succeeds if it can't understand | A target automatically succeeds if it can't understand you, but if it shares more than one Language with you, it has Disadvantage on that Save. If a target fails the Save, it becomes Charmed by you and all creatures you choose that it can see within 60ft of you. The creature is Charmed in this way until the end of your next turn if you are fighting the target, if you begin to fight the target, or after 1 hour if you do not fight the target. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.<br> | ||
While | 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. | |||
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== College of Eloquence == | == College of Eloquence == |