College of Seduction
Many tales that a bard tells around the fire center around or include some sort of mysterious beauty that either inspires or seeks to lure the stalwart champion to a path of the seductress choosing. These tales recount that the very sound of this beautiful persons voice was enough to weaken the greatest of resolves.
Bonus Proficiencies
When you join the College of Seduction at 3rd level, you gain proficiency with Persuasion and Deception. Choose one of those two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Subtle Seduction
Also at 3rd level, you learn how to use your attractiveness and alluring gestures to distract foes. When a creature within 60 feet that can see you makes a Wisdom or Intelligence save, a Charisma check, or a check to maintain concentration, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw or ability check succeeds or fails. The creature is immune if it can’t see you or if it’s immune to being charmed. Additionally, whenever a creature is in possession of one of your Bardic Inspiration die they have advantage on Persuasion (Charisma) and Deception (Charisma) checks.
Delightfully Unarmored Defense
At 6th level, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, If a creature starts its turn within 30 ft. of you and the creature can see you, you can use your reaction to force the creature to make a Wisdom saving throw if the you aren't incapacitated. On a failed save, the creature has disadvantage on all Intelligence, Wisdom and Charisma checks for the next minute. The creature can repeat the Wisdom saving throw to end the effect. On success, the creature becomes immune to this effect until it finishes a long rest.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Humana, Humana, Humana
At 14th level, your hold over creatures beguiled by subtle smiles and soft songs is legendary. As a bonus action, You can choose one of the following effects to apply to a creature that has been charmed by you:
- The creature cannot cast spells with verbal components or relay any information as it stutters in amazement.
- The creature cannot move willingly - unless forced to do so by the charm - away from you.
- The creature makes a Wisdom saving throw, if it fails by more than 5, it suffers from the Paralyzed condition for the duration of the charm.
You can use this feature a number of times equal to your Charisma modifier per long rest.
