Difference between revisions of "College of Eloquence (5A)"

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This is a [[Bard_(5A)|Bard]] subclass for [[5A]].
 
This is a [[Bard_(5A)|Bard]] subclass for [[5A]].
  
''Bards believe the cosmos is a work of art - the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."
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''Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.
  
''Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons -as two of the song's first singers.
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Source: Mythic Odysseys of Theros, Tasha's Cauldron of Everything
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== Subclass features ==
  
Source: Tasha's Cauldron of Everything
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=== <span style="background-color:yellow">Eloquence Spells </span> ===
 
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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 Eloquence 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.
== Subclass Features ==
 
=== <span style="background-color:yellow">Creation Spells</span> ===
 
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 Creation 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.
 
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.
{| class="wikitable"  
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{| class="wikitable"
|+'''Creation Spells'''
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|+'''Eloquence Spells'''
|| '''Bard Level''' ||valign="bottom" | '''Spells'''  
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|| '''Bard Level''' ||valign="bottom" | '''Spells'''
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:create-or-destroy-water Create or Destroy Water], [http://dnd5e.wikidot.com/spell:goodberry Goodberry]
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:charm-person Charm Person], [http://dnd5e.wikidot.com/spell:healing-word Healing Word]
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:cloud-of-daggers Cloud Of Daggers], [http://dnd5e.wikidot.com/spell:earthbind Earthbind]
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:hold-person Hold Person], [http://dnd5e.wikidot.com/spell:suggestion Suggestion]
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:flame-arrows Flame Arrows], [http://dnd5e.wikidot.com/spell:tidal-wave Tidal Wave]
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:tongues Tongues], [http://dnd5e.wikidot.com/spell:intellect-fortress Intellect Fortress]
 
|-
 
|-
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:storm-sphere Storm Sphere], [http://dnd5e.wikidot.com/spell:summon-construct Summon Construct]
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| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:charm-monster Charm Monster], [http://dnd5e.wikidot.com/spell:raulothims-psychic-lance Raulothims Psychic Lance]
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:animate-objects Animate Objects], [http://dnd5e.wikidot.com/spell:wall-of-stone Wall Of Stone]
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:geas Geas], [http://dnd5e.wikidot.com/spell:dominate-person Dominate Person]
 
|-
 
|-
 
|}
 
|}
=== Note of Potential ===
 
When you join the College of Creation at 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
 
 
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
 
 
'''Ability Check.
 
When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
 
 
'''Attack Roll.
 
Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
 
 
'''Saving Throw.
 
Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
 
 
=== Performance of Creation ===
 
Also at 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.
 
 
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
 
 
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
 
  
=== Animating Performance ===
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=== Silver Tongue ===
By 6th level, as an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB) in many places. The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
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Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
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Unsettling Words
  
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
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Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
  
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
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=== Unfailing Inspiration ===
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At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
  
Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
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=== Universal Speech ===
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Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
  
==== Dancing Item ====
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Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
Huge or smaller construct
 
: '''Armor Class:''' 16 (natural armor)
 
: '''Hit Points:''' 10 + 5 times your bard level
 
: '''Speed:''' 30 ft., fly 30 ft. (hover)
 
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 4 (−3) WIS 10 (+0) CHA 6 (−2)
 
: '''Damage Immunities:''' poison, psychic
 
: '''Condition Immunities:''' charmed, exhaustion, poisoned, frightened
 
: '''Senses:''' darkvision 60 ft., passive Perception 10
 
: '''Languages:''' understands the languages you speak
 
: '''Challenge:''' —
 
: '''Proficiency Bonus (PB):''' equals your bonus
 
: '''Immutable Form.''' The item is immune to any spell or effect that would alter its form.
 
: '''Irrepressible Dance.''' When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.
 
'''Actions
 
: '''Force-Empowered Slam.''' Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.
 
  
=== Creative Crescendo ===
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=== Infectious Inspiration ===
At 14th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
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At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
  
You are no longer limited by gp value when creating items with Performance of Creation.
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You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  
 
== Editor's Notes ==
 
== Editor's Notes ==
 
Only new thing here are the spells.
 
Only new thing here are the spells.

Revision as of 11:46, 14 November 2021

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This is a Bard subclass for 5A.

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.

Source: Mythic Odysseys of Theros, Tasha's Cauldron of Everything

Subclass features

Eloquence 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 Eloquence 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.

Eloquence Spells
Bard Level Spells
3 Charm Person, Healing Word
3 Hold Person, Suggestion
5 Tongues, Intellect Fortress
7 Charm Monster, Raulothims Psychic Lance
9 Geas, Dominate Person

Silver Tongue

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. Unsettling Words

Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Infectious Inspiration

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Editor's Notes

Only new thing here are the spells.