Bard: Difference between revisions

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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level College of Flame feature''<br>
''3rd Level College of Flame Feature''<br>
You gain Proficiency in Acrobatics and Performance. Additionally, you learn the Fire Bolt Cantrip, it counts as a Bard Spell for you and does not count against your number of Cantrips Known.
You gain Proficiency in Acrobatics and Performance. Additionally, you learn the Fire Bolt Cantrip, it counts as a Bard Spell for you and does not count against your number of Cantrips Known.
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==== Where There's Smoke There's Fire ====
==== Where There's Smoke There's Fire ====
''3rd Level College of Flame feature''<br>
''3rd Level College of Flame Feature''<br>
When an creature you can see attacks another creature, you can use a Reaction to expend a use of your Bardic Inspiration feature and cause a smoke screen to materialize between the enemy and the creature, reducing the result of the Attack by an amount equal to one roll of your Bardic Inspiration Die + your Charisma Modifier. If this causes the target to miss on the Attack, you can cast Fire Bolt as a Free Action targeting that creature.
When an creature you can see attacks another creature, you can use a Reaction to expend a use of your Bardic Inspiration feature and cause a smoke screen to materialize between the enemy and the creature, reducing the result of the Attack by an amount equal to one roll of your Bardic Inspiration Die + your Charisma Modifier. If this causes the target to miss on the Attack, you can cast Fire Bolt as a Free Action targeting that creature.
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==== Fire Dance ====
==== Fire Dance ====
''6th Level College of Flame feature''<br>
''6th Level College of Flame Feature''<br>
You gain the ability to move like a flickering flame. You use a Bonus Action to Fire Dance. This Fire Dance lasts until the start of your next turn. When you Fire Dance, you can take the Disengage Action as a Free Action and your Speed increases by 10ft. While this Fire Dance is active, whenever you move within 10ft of another creature, you can force that creature to make a Dexterity Saving Throw or take Fire Damage equal to your Proficiency Bonus as sparks fly from your feet.<br>
You gain the ability to move like a flickering flame. You use a Bonus Action to Fire Dance. This Fire Dance lasts until the start of your next turn. When you Fire Dance, you can take the Disengage Action as a Free Action and your Speed increases by 10ft. While this Fire Dance is active, whenever you move within 10ft of another creature, you can force that creature to make a Dexterity Saving Throw or take Fire Damage equal to your Proficiency Bonus as sparks fly from your feet.<br>
You cannot cast Spells or make Weapon Attacks while your Fire Dance is active, and you cannot deal Fire Damage with this feature to a creature more than once on the same turn.
You cannot cast Spells or make Weapon Attacks while your Fire Dance is active, and you cannot deal Fire Damage with this feature to a creature more than once on the same turn.
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==== Fiery Finale ====
==== Fiery Finale ====
''14th Level College of Flame feature''<br>
''14th Level College of Flame Feature''<br>
When your Fire Dance ends, all creatures within 15ft of you make a Dexterity Saving Throw against your Spell Save DC, suffering 4d12 Fire Damage and being knocked Prone on a failed Save, or take half as much Damage and not be knocked Prone on a successful Save.
When your Fire Dance ends, all creatures within 15ft of you make a Dexterity Saving Throw against your Spell Save DC, suffering 4d12 Fire Damage and being knocked Prone on a failed Save, or take half as much Damage and not be knocked Prone on a successful Save.
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==== Arcane Deck ====
==== Arcane Deck ====
''3rd Level College of Four Suits feature''<br>
''3rd Level College of Four Suits Feature''<br>
You find a way to twist your bardic magic in new ways using the magic of chance. You gain Proficiency and Expertise with Playing Cards as a Gaming Set, and you can use Playing Cards as a Bard Spellcasting Focus.<br>
You find a way to twist your bardic magic in new ways using the magic of chance. You gain Proficiency and Expertise with Playing Cards as a Gaming Set, and you can use Playing Cards as a Bard Spellcasting Focus.<br>
In addition, you can transform a set of mundane Playing Cards into a magic one, called an Arcane Deck, using a special ritual while holding the cards. The ritual takes 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Arcane Deck as a Free Action, shunting it into an extra-dimensional space. The Arcane Deck also disappears if it is more than 120ft away from you for 1 minute or more, or if you die.<br>
In addition, you can transform a set of mundane Playing Cards into a magic one, called an Arcane Deck, using a special ritual while holding the cards. The ritual takes 1 hour, which can be done during a Short or Long Rest. You can then dismiss the Arcane Deck as a Free Action, shunting it into an extra-dimensional space. The Arcane Deck also disappears if it is more than 120ft away from you for 1 minute or more, or if you die.<br>
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==== Hand of Fate ====
==== Hand of Fate ====
''3rd Level College of Four Suits feature''<br>
''3rd Level College of Four Suits Feature''<br>
You have a Hand of Fate which uses the following rules:
You have a Hand of Fate which uses the following rules:
*Your Hand of Fate is the number of cards you currently have available to use, and you can have a number of cards in your Hand of Fate equal to your Maximum Hand Size.
*Your Hand of Fate is the number of cards you currently have available to use, and you can have a number of cards in your Hand of Fate equal to your Maximum Hand Size.
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==== Playing The Game ====
==== Playing The Game ====
''3rd Level College of Four Suits feature''<br>
''3rd Level College of Four Suits Feature''<br>
Using your Hand of Fate, you can play multiple cards of the same suit at a time from your Hand of Fate and combine their values. Regardless of what your cards' combined value is, the total value can't exceed your Spell Save DC. You can play cards from your Hand of Fate in the following ways:
Using your Hand of Fate, you can play multiple cards of the same suit at a time from your Hand of Fate and combine their values. Regardless of what your cards' combined value is, the total value can't exceed your Spell Save DC. You can play cards from your Hand of Fate in the following ways:
*'''Fate Change.''' You can choose to forgo rolling a d20 for an Attack Roll, Ability Check, or Saving Throw to play one or more cards from your hand, treating their combined value as the roll of the d20 instead. Once you use this ability, you can’t do so again until you roll Initiative again and draw a new hand.
*'''Fate Change.''' You can choose to forgo rolling a d20 for an Attack Roll, Ability Check, or Saving Throw to play one or more cards from your hand, treating their combined value as the roll of the d20 instead. Once you use this ability, you can’t do so again until you roll Initiative again and draw a new hand.
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==== Hole Cards ====
==== Hole Cards ====
''3rd Level College of Four Suits feature''<br>
''3rd Level College of Four Suits Feature''<br>
When you finish a Long Rest, you can take a number of cards equal to your Maximum Hand Size from the top of your Arcane Deck. Choose 1 of those cards and shuffle the remainder back into the deck. This card is called your Hole Card, and remains separate from your Arcane Deck and Hand of Fate.<br>
When you finish a Long Rest, you can take a number of cards equal to your Maximum Hand Size from the top of your Arcane Deck. Choose 1 of those cards and shuffle the remainder back into the deck. This card is called your Hole Card, and remains separate from your Arcane Deck and Hand of Fate.<br>
The number of Hole Cards you choose when you finish a Long Rest increases when you reach certain Levels in this class, becoming 2 cards at 6th Level, and 3 cards at 14th Level.<br>
The number of Hole Cards you choose when you finish a Long Rest increases when you reach certain Levels in this class, becoming 2 cards at 6th Level, and 3 cards at 14th Level.<br>
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==== Royal Flush ====
==== Royal Flush ====
''6th Level College of Four Suits feature''<br>
''6th Level College of Four Suits Feature''<br>
You’ve learned how to draw more magic from your arcane deck and influence those around you. You can use an Action to play a jack, queen, or king card in your Hand of Fate to cast the Command Spell at 1st Level if it was a jack, at 2nd Level if it was a queen, and at 3rd Level if it was a king as a Bard Spell without expending a Spell Slot. Once you play a card in this way, you can’t do so again with that card from any other suit until you finish a Long Rest. In addition, the Range of your Trick feature increases to 60ft.
You’ve learned how to draw more magic from your arcane deck and influence those around you. You can use an Action to play a jack, queen, or king card in your Hand of Fate to cast the Command Spell at 1st Level if it was a jack, at 2nd Level if it was a queen, and at 3rd Level if it was a king as a Bard Spell without expending a Spell Slot. Once you play a card in this way, you can’t do so again with that card from any other suit until you finish a Long Rest. In addition, the Range of your Trick feature increases to 60ft.
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==== Ace in the Hole ====
==== Ace in the Hole ====
''14th Level College of Four Suits feature''<br>
''14th Level College of Four Suits Feature''<br>
You’re an expert at using cards to influence your fortune and succeed. Your Arcane Deck becomes more powerful in the following ways:
You’re an expert at using cards to influence your fortune and succeed. Your Arcane Deck becomes more powerful in the following ways:
*An ace has a value of 10 instead of 1.
*An ace has a value of 10 instead of 1.
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level College of Lore feature''<br>
''3rd Level College of Lore Feature''<br>
You gain Proficiency in three Skills of your choice.
You gain Proficiency in three Skills of your choice.
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==== Unsettling Words ====
==== Unsettling Words ====
''3rd Level College of Lore feature''<br>
''3rd Level College of Lore Feature''<br>
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60ft of you hits on an Attack Roll, succeeds on an Ability Check, deals Damage, or regains Hit Points, you can use your Reaction to expend one use of your Bardic Inspiration, subtracting a number from the result equal to one roll of your Bardic Inspiration Die. The creature is unaffected if it can't see or hear you, or if it's Immune to being Charmed.
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60ft of you hits on an Attack Roll, succeeds on an Ability Check, deals Damage, or regains Hit Points, you can use your Reaction to expend one use of your Bardic Inspiration, subtracting a number from the result equal to one roll of your Bardic Inspiration Die. The creature is unaffected if it can't see or hear you, or if it's Immune to being Charmed.
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==== Additional Magical Secrets ====
==== Additional Magical Secrets ====
''6th Level College of Lore feature''<br>
''6th Level College of Lore Feature''<br>
You have explored magical knowledge from a wide spectrum of disciplines. Choose two Spells from any Spell List. A Spell you choose must be of a Level you can cast, or a Cantrip.<br>
You have explored magical knowledge from a wide spectrum of disciplines. Choose two Spells from any Spell List. A Spell you choose must be of a Level you can cast, or a Cantrip.<br>
The chosen Spells count as Bard Spells for you, are always Prepared, and do not count against your number of Spells Known.  
The chosen Spells count as Bard Spells for you, are always Prepared, and do not count against your number of Spells Known.  
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==== Peerless Skill ====
==== Peerless Skill ====
''14th Level College of Lore feature''<br>
''14th Level College of Lore Feature''<br>
When you fail on an Attack Roll, Ability Check, or Saving Throw, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration Die and add the number rolled to your Ability Check.
When you fail on an Attack Roll, Ability Check, or Saving Throw, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration Die and add the number rolled to your Ability Check.
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==== Bardic Brawn ====
==== Bardic Brawn ====
''3rd Level College of Machismo feature''<br>
''3rd Level College of Machismo Feature''<br>
You double down on iron-pumped peacocking. Your Hit Point Maximum increases by 3, and it increases by 1 whenever you gain a Level in this class. Further, your Unarmed Strikes now deal 1d6 Damage.<br>
You double down on iron-pumped peacocking. Your Hit Point Maximum increases by 3, and it increases by 1 whenever you gain a Level in this class. Further, your Unarmed Strikes now deal 1d6 Damage.<br>
Also, by flaunting your physique or muscular prowess, you can make Strength (Performance) and Strength (Persuasion) Checks instead of making Charisma (Performance) and Charisma (Persuasion) Checks respectively.<br>
Also, by flaunting your physique or muscular prowess, you can make Strength (Performance) and Strength (Persuasion) Checks instead of making Charisma (Performance) and Charisma (Persuasion) Checks respectively.<br>
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==== Feat of Strength ====
==== Feat of Strength ====
''3rd Level College of Machismo feature''<br>
''3rd Level College of Machismo Feature''<br>
You learn to draw inspiration from displays of your own physical power. As a Bonus Action, you can expend one use of your Bardic Inspiration to make a Strength Melee Weapon Attack or make a Strength Ability Check.<br>
You learn to draw inspiration from displays of your own physical power. As a Bonus Action, you can expend one use of your Bardic Inspiration to make a Strength Melee Weapon Attack or make a Strength Ability Check.<br>
If you hit on your Attack or succeed on your Ability Check, you gain Temporary Hit Points equal one roll of your Bardic Inspiration Die + half your Bard Level + your Charisma Modifier.
If you hit on your Attack or succeed on your Ability Check, you gain Temporary Hit Points equal one roll of your Bardic Inspiration Die + half your Bard Level + your Charisma Modifier.
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==== Tireless Showboating ====
==== Tireless Showboating ====
''6th Level College of Machismo feature''<br>
''6th Level College of Machismo Feature''<br>
Your drive to impress others allows you to accomplish the positively Heraclean. You gain Proficiency in Strength Saving Throws. Additionally, if you can see a friendly creature that can see you, you cannot be Slowed.<br>
Your drive to impress others allows you to accomplish the positively Heraclean. You gain Proficiency in Strength Saving Throws. Additionally, if you can see a friendly creature that can see you, you cannot be Slowed.<br>
In addition, you can give yourself Advantage on one Strength Attack, Strength Ability Check, or Strength Saving Throw, but only if you can see a friendly creature within 60ft of you that can see you. If this roll would have Disadvantage, you can ignore it.<br>
In addition, you can give yourself Advantage on one Strength Attack, Strength Ability Check, or Strength Saving Throw, but only if you can see a friendly creature within 60ft of you that can see you. If this roll would have Disadvantage, you can ignore it.<br>
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==== Center of Attention ====
==== Center of Attention ====
''14th Level College of Machismo feature''<br>
''14th Level College of Machismo Feature''<br>
You can strike a vainglorious pose that taunts your enemies and provokes their enmity. As a Bonus Action, you can make a Strength (Performance) Check contested by the Wisdom (Insight) Check of a creature within 60ft of you that can see you. Creatures that cannot be Charmed are unaffected.<br>
You can strike a vainglorious pose that taunts your enemies and provokes their enmity. As a Bonus Action, you can make a Strength (Performance) Check contested by the Wisdom (Insight) Check of a creature within 60ft of you that can see you. Creatures that cannot be Charmed are unaffected.<br>
If your Check is successful, the target becomes enraged by you until the end of your next turn.<br>
If your Check is successful, the target becomes enraged by you until the end of your next turn.<br>
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==== Coin Flip ====
==== Coin Flip ====
''3rd Level College of Mercantilism feature''<br>
''3rd Level College of Mercantilism Feature''<br>
When you expend a use of your Bardic Inspiration, you can choose to forgo rolling the die to roll a d2 instead, gaining effects as follows:
When you expend a use of your Bardic Inspiration, you can choose to forgo rolling the die to roll a d2 instead, gaining effects as follows:
*On a 1, you treat the Bardic Inspiration Die as if it rolled its minimum result.
*On a 1, you treat the Bardic Inspiration Die as if it rolled its minimum result.
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==== Magic Coin ====
==== Magic Coin ====
''3rd Level College of Mercantilism feature''<br>
''3rd Level College of Mercantilism Feature''<br>
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 1CP as a Bard Spellcasting Focus.<br>
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 1CP as a Bard Spellcasting Focus.<br>
In addition, you can use an Action to magically fling a coin from your hand at a creature within 60ft of you. Make a Ranged Spell Attack with the coin, using your Charisma Modifier for the attack roll. On a hit, the target takes 1 Bludgeoning Damage and 1d12 Thunder Damage. Immediately after the Attack, the coin returns to your hand. If you score a Critical Hit on the Attack, a platinum coin worth 1PP appears where you store you money.<br>
In addition, you can use an Action to magically fling a coin from your hand at a creature within 60ft of you. Make a Ranged Spell Attack with the coin, using your Charisma Modifier for the attack roll. On a hit, the target takes 1 Bludgeoning Damage and 1d12 Thunder Damage. Immediately after the Attack, the coin returns to your hand. If you score a Critical Hit on the Attack, a platinum coin worth 1PP appears where you store you money.<br>
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==== Expert Financer ====
==== Expert Financer ====
''3rd Level College of Mercantilism feature''<br>
''3rd Level College of Mercantilism Feature''<br>
You gain a knack at making money, seemingly causing it to appear out of thin air. You can use an Action to expend a use of your Bardic Inspiration, gaining a number of GP equal to the number rolled.
You gain a knack at making money, seemingly causing it to appear out of thin air. You can use an Action to expend a use of your Bardic Inspiration, gaining a number of GP equal to the number rolled.
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==== Money Talks ====
==== Money Talks ====
''6th Level College of Mercantilism feature''<br>
''6th Level College of Mercantilism Feature''<br>
You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane CP, SP, GP, or PP that you’re holding as an Action. A creature holding the coin that knows at least one Language can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br>
You’ve learned how to briefly enchant a coin with divination magic. You can enchant a mundane CP, SP, GP, or PP that you’re holding as an Action. A creature holding the coin that knows at least one Language can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have Advantage on the first Charisma (Persuasion) Check you make when negotiating the value of a good or service with a creature that’s holding or carrying the enchanted coin.<br>
Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are Deafened and Blinded.<br>
Alternatively, you can use an Action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin’s space. During this time, you are Deafened and Blinded.<br>
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==== Shrewd Consumer ====
==== Shrewd Consumer ====
''14th Level College of Mercantilism feature''<br>
''14th Level College of Mercantilism Feature''<br>
Whenever you cast a Spell that consumes a Material Component, you drink a Potion, or you use a Spell Scroll, roll a d2 with effects as follows:
Whenever you cast a Spell that consumes a Material Component, you drink a Potion, or you use a Spell Scroll, roll a d2 with effects as follows:
*On a 1 there is no effect
*On a 1 there is no effect
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==== Answers Given ====
==== Answers Given ====
''3rd Level College of Mysteries Bard''<br>
''3rd Level College of Mysteries Feature''<br>
You gain the ability to peer behind the veil and see the truth. While speaking to a creature, you can expend one use of your Bardic Inspiration to peer into its thoughts, non-magically replicating the effects of the the Detect Thoughts Spell for 1 minute. If you probe deeper using an as per the Spell, if the creature fails the Saving Throw, it doesn't realize your infiltrating presence in its mind. When you infiltrate its mind in this way, you gain insight into the nature of any secrets the creature 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.<br>
You gain the ability to peer behind the veil and see the truth. While speaking to a creature, you can expend one use of your Bardic Inspiration to peer into its thoughts, non-magically replicating the effects of the the Detect Thoughts Spell for 1 minute. If you probe deeper using an as per the Spell, if the creature fails the Saving Throw, it doesn't realize your infiltrating presence in its mind. When you infiltrate its mind in this way, you gain insight into the nature of any secrets the creature 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.<br>
While you are probing into the creature's secrets, you must hold Concentration on the effect.
While you are probing into the creature's secrets, you must hold Concentration on the effect.
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==== Fine-Tuned Ears ====
==== Fine-Tuned Ears ====
''3rd Level College of Mysteries Bard''<br>
''3rd Level College of Mysteries Feature''<br>
Your senses have become exceptional at noticing secrets. You have Advantage on Wisdom (Perception) Checks made to notice secretive movement or communication, such as whispers or coded gestures.
Your senses have become exceptional at noticing secrets. You have Advantage on Wisdom (Perception) Checks made to notice secretive movement or communication, such as whispers or coded gestures.
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==== Frightful Secrets ====
==== Frightful Secrets ====
''6th Level College of Mysteries Bard''<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. 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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==== Eyes Unveiled ====
==== Eyes Unveiled ====
''14th Level College of Mysteries Bard''<br>
''14th Level College of Mysteries Feature''<br>
You gain Truesight out to a Range of 60ft. You can see Invisible creatures or objects, and the true nature of shapeshifted creatures.
You gain Truesight out to a Range of 60ft. You can see Invisible creatures or objects, and the true nature of shapeshifted creatures.
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==== Truth Revealed ====
==== Truth Revealed ====
''14th Level College of Mysteries Bard''<br>
''14th Level College of Mysteries Feature''<br>
You know all untruth nearby that is spoken. If a creature within 60ft of you speaks or non-verbally indicates a lie, you know that it was a lie, and you can deal 2d6 Psychic Damage to that creature as a Reaction.
You know all untruth nearby that is spoken. If a creature within 60ft of you speaks or non-verbally indicates a lie, you know that it was a lie, and you can deal 2d6 Psychic Damage to that creature as a Reaction.
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==== Stitch And Weave ====
==== Stitch And Weave ====
''3rd Level College of Tailoring feature''<br>
''3rd Level College of Tailoring Feature''<br>
You learn how to weave Khaagaazh to restrict your foes, protect your friends, and weave secrets. As a Bonus Action you can expend a use of your Bardic Inspiration and do one of the following of your choice:
You learn how to weave Khaagaazh to restrict your foes, protect your friends, and weave secrets. As a Bonus Action you can expend a use of your Bardic Inspiration and do one of the following of your choice:
*'''Weaver's Binding.''' You choose a creature within 30ft of you, that creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save that creature is bound by magical glowing thread and is Restrained until the end of your next turn.
*'''Weaver's Binding.''' You choose a creature within 30ft of you, that creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save that creature is bound by magical glowing thread and is Restrained until the end of your next turn.
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==== Bonus Proficiencies ====
==== Bonus Proficiencies ====
''3rd Level College of Tailoring feature''<br>
''3rd Level College of Tailoring Feature''<br>
You gain Proficiency in Weaver's Tools, Leatherworker's Tools, and Disguise Kits.<br>
You gain Proficiency in Weaver's Tools, Leatherworker's Tools, and Disguise Kits.<br>
Additionally, you can use Weaver's Tools, Leatherworker's Tools, and Disguise Kits as Bard Spellcasting Focuses.
Additionally, you can use Weaver's Tools, Leatherworker's Tools, and Disguise Kits as Bard Spellcasting Focuses.
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==== Threaded Spells ====
==== Threaded Spells ====
''6th Level College of Tailoring feature''<br>
''6th Level College of Tailoring Feature''<br>
You gain the ability to thread your spells together seamlessly, making it difficult to tell where one spell starts and another one ends. When you lose Concentration on a Spell, you can use your Reaction to cast a Spell of a lower Level that has a Casting Time of 1 Action or less and uses Concentration.
You gain the ability to thread your spells together seamlessly, making it difficult to tell where one spell starts and another one ends. When you lose Concentration on a Spell, you can use your Reaction to cast a Spell of a lower Level that has a Casting Time of 1 Action or less and uses Concentration.
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==== Weaver's Song ====
==== Weaver's Song ====
''14th Level College of Tailoring feature''<br>
''14th Level College of Tailoring Feature''<br>
You gain Expertise in Weaver's Tools, Leatherworker's Tools, and Disguise Kits.<br>
You gain Expertise in Weaver's Tools, Leatherworker's Tools, and Disguise Kits.<br>
Additionally, when you use your Stitch And Weave feature, the options improve in the following ways:
Additionally, when you use your Stitch And Weave feature, the options improve in the following ways:
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==== Psychic Blades ====
==== Psychic Blades ====
''3rd Level College of Whispers feature''<br>
''3rd Level College of Whispers Feature''<br>
You gain the ability to make your strikes harmful to your foes' minds.<br>
You gain the ability to make your strikes harmful to your foes' minds.<br>
When you hit a creature with a Weapon Attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 Psychic Damage to the target of the Attack.<br>
When you hit a creature with a Weapon Attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 Psychic Damage to the target of the Attack.<br>
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==== Words of Terror ====
==== Words of Terror ====
''3rd Level College of Whispers feature''<br>
''3rd Level College of Whispers Feature''<br>
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>
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==== Face Stealers ====
==== Face Stealers ====
''6th Level College of Whispers feature''<br>
''6th Level College of Whispers Feature''<br>
You gain the ability to alter your external appearance. When you finish a Long Rest, you can shapeshift into a form of your choosing.<br>
You gain the ability to alter your external appearance. When you finish a Long Rest, you can shapeshift into a form of your choosing.<br>
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape and arrangement of limbs stays the same. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form. You can’t duplicate the appearance of a creature you’ve never seen.<br>
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape and arrangement of limbs stays the same. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form. You can’t duplicate the appearance of a creature you’ve never seen.<br>
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==== Shadow Lore ====
==== Shadow Lore ====
''14th Level College of Whispers feature''<br>
''14th Level College of Whispers Feature''<br>
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br>
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br>
As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a Language with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br>
As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a Language with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br>