College of Palinodes (5A)

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This is an original Bard subclass for 5A.

The College of Palinodes focus on retracting poetry and spells used by others. Challenging other colleges to battles of performance is only the beginning. Palinoders engage hostile spells with their music, twisting and seducing the magic to their cause.

Greyhawk: Goblins and gnomes have been engaging in battles of insults and performance since time immemorial, and the same is true among the Flan. It is yet to gain cosmopolitan recognition, but individual members have successful careers.

Subclass Features

Palinode Spells

Starting at 3rd level when you join this bardic college, you learn additional spells when you reach certain levels as a bard, as shown on the Palinode Spells table. Each of these spells counts as a bard spell for you, but it doesn't count against the number of bard spells you know.

Whenever you gain a bard level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the bard spell list.

Palinode Spells
Bard Level Spells
3 Comprehend Languages, Identify
3 Animal Messenger, Detect thoughts
5 Counterspell, Remove Curse
7 Arcane Eye, Divination
9 Contact Other Plane, Legend Lore

Words of Assurance

At 3rd level, when an ally within 60 feet fails a saving throw, you can spend an inspiration and add an inspiration die to the result of the failed saving throw, possibly turning it into a success.

Countercharm

At 6th level you gain the ability to use musical notes to disrupt mind-influencing effects. As a bonus action on your turn or as a reaction outside of your turn, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit.

Cosmic Inspiration

At 14th level, you can gain temporary access to any spell through song. As a bonus action, you can choose any one spell of a spell level you have spell slots for. Until the end of your current turn, you can cast it as normal using a spell slot. It counts as a druid spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the end of your current turn, but can continue and complete the spellcasting after the end of of your turn. You can use this ability only once, and regain the ability when you finish a long rest.

Designer's Notes

A bardic college focusing on defense against spells.

See Also