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Bard: College of Creation

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."
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.
Source: Tasha's Cauldron of Everything

Mote 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
By 6th level, as an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn’t
being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus
(PB), 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.
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.
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you
use for Bardic Inspiration.
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.

Creative Crescendo
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.
You are no longer limited by gp value when creating items with Performance of Creation.
Dancing Item
Large or smaller construct

Armor Class: 16 (natural armor)

Hit Points: 10 + 5 times your bard level

Speed: 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

18 14 16 4 10 6 (−2)
(+4) (+2) (+3) (−3) (+0)

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
Ranger: Monster Slayer Conclave

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A
monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating
mighty, mystical foes.
Source: Xanathar's Guide to Everything

Monster Slayer Magic


Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the
Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number
of ranger spells you know.
3rd Protection from Evil and Good 5th Zone of Truth
9th Magic Circle 13th Banishment 17th Hold Monster

Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action,
choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any
damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination
magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all
expended uses of it when you finish a long rest.

Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action,
you designate one creature you can see within 60 feet of you as the target of this feature. The first time each
turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target
of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that
target's grapple, add 1d6 to your roll.

Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or
teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed
on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your
Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against
the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save
automatically succeeds, in addition to the attack’s normal effects.

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