College of Epic

by Ranikirn

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College of Epic

Bards of this college refine their singing skills and history knowledge to be able to arouse vivid emotions in those who listen them. They are believers devoted to a reign, sages who dedicated their lives to write epic poems, actors who travels alone or with their theatrical companies to spread sings and legends of history events.

Traits
Level Features
3rd Narrative Ballad, Inspiring Singing
6th Choral Voice, Inspiring Singing
14th Mastery of the Voice, Inspiring Singing

Narrative Ballad

You gain proficiencies in the History Skill and you learn one new cantrip among Guidance, Resistance or Toll the Dead. Replace the property Range: Contact with Range: 30 feet where it can possible, also you can use your bonus action to cast this cantrip while you are using Inspiring Singing.

Inspiring Singing

At level 3 the bard gives life to a series of songs that inspire allies. Use your Action to start a song then you must spend your Action on each of your turn to continue it. You can make some actions such as extracting, passing or using an object if you have at least a free hand. During the performance you can't use the Attack Action or Concentration Spells because you are already concentrated to sing (no concentration saving throws required). The songs gives his power in a 30 foot radius sphere targeting allies (bard included) or enemies who can hear you. All songs last 1 minute and the effect end if you are paralyzed, asleep, incapacitated, muted, stunned or you stop it (requires no action). If an ally or enemy goes beyond the song range he loses all benefits or afflictions but can still hear it up to 90 feet. At level 3 you learn one song and then another one at level 6th and 14th. Each time you learn a new song you can replace one you know.

  • Liturgical Song Spending a Bardic Inspiration die the bard perform a Gregorian Singing that instill peace and tranquility in those who listen him. As long as the bard continues singing he can use his reaction to allow an ally that are making the Attack Action against an undead, devil or demon to add his Proficiency Bonus on a damage roll. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: allied weapons are infused with divine light and gains 1D6 radiant damage extra on the first attack each turn. This damage enhance when u reach certain levels in the bard class: 1D8 at level 5th, 1D10 at level 10th, 1D12 at level 15th

  • Battle Song Spend a Bardic Inspiration die to perform an epic and rhythmic song that inspires allies who gain temporary hit points equal to your Charisma modifier + Proficiency Bonus. The hit points remain as long as the bard continues his performance and allies remains within the song range. These temporary hit points are given only once, when the song start. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: as long as the allies have your temporary hit points they can use a bonus action with an advantage to make one attack as a bonus action before the song ends.

  • Narrative Song Spending a Bardic Inspiration die you inspires an ally (that you can see and he must hear you) with this song in his honor. The ally can use his bonus action to remove a disadvantage if he is not incapacitated or deafened. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: You can use your reaction to give him a +2 on the first Attack Roll.

  • Hope Song Spend a Bardic Inspiration Die to give hope at your wounded allies. Allies that have 0 hp and are under the effect of this song become stable. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: you can use your reaction to inspire an ally (that you can see and he can hear you) that suffers damages, he can make a DC 15 Wisdom Saving Throw, on a successful save remain with 1 hit points instead of fall. After an ally fail or succeed the Saving Throw he can't be affected again by this effect before a short or long rest.

  • Charming Song Each humanoids of your choise under the effect of this song must make a Wisdom Saving Throw (with advantage if they are hostile) against your Spell Save DC. On a failed save they become charmed until the song ends. At the start of his turn a humanoid can repeat the Saving Throw. You can't use this feature again until you finish a long rest. You can use this song against Ghosts, Sword Wraiths and any other humanoid ghost.

  • Poetic Song Spend a Bardic Inspiration die to heal an ally in range equal to 1D6 + your Charisma modifier. As long as you are singing allies gain a +2 bonus to Wisdom Saving Throws. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: you can use your reaction to heal an ally in range equal to 1D6.

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  • Frenetic Sonata Each allies, who has a Bardic Inspiration die, affected by this song gain 10 feet extra movement. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: select an ally who is affected by Frenetic Sonata, that ally can use his bonus action to Dash. Also, allies without a Bardic Inspiration Die gain 5 feet extra movement.
  • Battle Chorus Spend a Bardic Inspiration die to start this song that require your allies collaboration. Using their Bonus Action an ally can join the song, then using his own reaction to give disadvantage to an enemy first Attack Roll who can hear him. On each turn an ally must use his bonus action to continue the song. When you reach level 14th you can spend the Extra Bardic Inspiration Die to enhance this song: you and your allies can also choose to impose disadvantage on Wisdom or Charisma Saving Throw against an enemy who can hear you or your ally.

  • Sylvan Song (Prerequisites: knows sylvan) A song that tells legends and mysteries of the fairy world. Spending a Bardic Inspiration die all allies Spell Save DC gain a +2 bonus (bard too). When you reach level 14th you can spend the Extra Bardic Inspiration die to enhance this song: you can summon a pixie as if you had used the spell Conjure Woodland Beings. As long as you continue to sing the pixie don't disappear, she is friendly to you and your companions. Roll initiative for the summoned creature, which have his own turn. She obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to her, she defend herself from hostile creatures, but otherwise take no actions.

  • Far Realm Song Spend a Bardic Inspiration die to start this song that can be heard through the ethereal plane. You can call forth a humanoid killed in the last minute that was friendly to you. Until the song ends the ghost can fight against your enemies if they killed him. Roll initiative for the summoned creature, which have his own turn.

  • Descending Climax You can use your reaction to start this grave song when an ally you can see kills an enemy. Spending a Bardic Inspiration die you force all enemies at 30 feet of your ally to roll a Wisdom Saving Throw against your DC, on a failed save they become frightened until the end of your ally next turn. After the effect ends, targets who failed or succeed the Saving Throw are immune to this song for the next 24 hours.

Choral Voice

At level 6 you gain a new Inspiring Song. Now, after a Long Rest, you can create a Melody using one of your musical instruments. Spending 25g of worth materials and rolling a DC 20 Charisma (Entertainer) Ability Check you can store the Melody until you use it with the Inspiring Singing Trait. You can store a number of Melodies equal your Charisma modifier (minimum 1). Melodies are used to perform singing, when you use the trait Inspiring Singing combined with a Melody (no extra action required) you gain an extra Bardic Inspiration Die (1D6) for an ally or to enhance a song when you reach level 14th. Using the extra dice don't require any extra action, and you must use it on the same turn when you gain it. Also, when you spend a Melody you can perform an Inspirational Singing that you don't know. After you spend a Melody, it is consumed.

Mastery of the Voice

At level 14th you have achieved experience and fame such as to make your songs more effective. You gain an additional Inspirational Singing and you can spend a bardic inspiration to enhance it and get other effects as explained in the description of each song.
Also, whenever you use a cantrip from the trait Narrative Ballad, as a Bonus Action you can spend a spell slot and target one additional willing creature for each slot level above 1st. When you use this trait you must use your action to cast it while you are not singing.

Image credits to @BChangArt

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