My Documents
Become a Patron!
# College of revolution Bards of the College of revolution seek to break the mold and inspire others through their groundbreaking ideas. They try to free others of their servitude and bonds, giving hope to the underdogs and the oppressed. These bards oftentimes rally multiple people to their cause, in the name of a better world. ### Start the Fire *3rd level College of Revolution feature* You can use your Bardic Inspiration on yourself when you make a Charisma (Persuasion) check to convert a creature to your cause. One day after having converted at least 1 creature to your cause, your words start to spread through the creatures you've influenced. Whenever you meet a new creature in the same area, roll a Bardic Inspiration die. On a roll of 6 or higher, it has already been converted to your cause and is friendly to you. You don't expend a use of Bardic Inspiration when you roll a die in this way. At your DM's discretion, some creatures might be immune to this feature. ### Unite the People *3rd level College of Revolution feature* A creature that has a Bardic Inspiration die from you can use its reaction to help one of its allies. As a reaction when another creature makes an attack roll or saving throw, it can roll the die and let the other creature add the result to its attack roll or saving throw. Once a creature takes this reaction, it also gains temporary hit points equal to the number rolled on the die
+ your Charisma modifier. ### Break the Chains *6th level College of Revolution feature* You can use your Countercharm feature as a bonus action on your turn and when you do so, affected creatures can immediately repeat their saving throw against a spell or effect that causes them to be charmed or frightened. ### Face the Tyrants *14th level College of Revolution feature* As an action, you can give your fellows a sign. Each friendly creature within 30 feet of you that can hear you can then use its reaction to move up to its speed and make a weapon attack. If a creature attacks a creature that used to command it, its courage grants it 2d10 temporary hit points until the end of its next turn. Once you've used this feature, you can't do so again until you finish a short or long rest.
Art by Winona Nelson for MtG,
stains by Jared Ondricek, homebrew by u/AevilokE