College Of Purity
Woodland Warbler
When you join the College of Purity at 3rd level, you develop a natural rapport with woodland animals and other good-hearted critters. The find familiar spell is added to the bard spell list for you, and Small and smaller beasts can understand your language, while you in turn can decipher their noises and motions.
In addition, by whistling, singing, or playing a harmonious tune for 1 minute, you can assemble a group of friendly critters that will try to complete simple tasks for you (see below). These critters can be any Tiny beasts of challenge rating 0 of your choosing (such as cats, badgers, or owls), but they must be suited to the environment in which they are assembled.
The critters will attend to your requests for 1 hour, until they are 1 mile away from you, or until they enter combat, before they disperse. If some of the critters are harmed or killed, new critters will arrive to replace them.
Once you use this feature, you can't use it again until you finish a short or long rest.
Comforting Melody Also at 3rd level, you learn a mellifluous song that soothes friend and foe alike. As an action, you can expend a use of your Bardic Inspiration to sing to a number of creatures of your choice within 60 feet of you that can hear you. The number of creatures you can sing to equals the number rolled on the Bardic Inspiration die. If a creature you select is an ally, it can cancel disadvantage on one attack roll or ability check of its choice in the next 10 minutes. If a creature you select is not an ally, it must succeed on a Charisma saving throw against your spell save DC or suffer disadvantage on its first attack roll or ability check against you in the next 10 minutes.
Heart To Heart Starting at 6th level, your open sincerity can cleanse others of ill-will. As long as you are speaking truthfully and in good faith, you have advantage on your Charisma (Persuasion) checks when interacting with creatures that aren't hostile to you. In addition, as an action, you can force a creature within 60 feet of you that can see and hear you to make a Charisma saving throw against your spell save DC. Creatures immune to being charmed automatically succeed on this saving throw, and creatures you are fighting make this save with advantage. On a failed save, the target becomes indifferent to you and your allies if it was hostile to you, or friendly to you and your allies if it was indifferent to you. This effect ends if the target is harmed or if it sees its allies being harmed. Otherwise, it lasts until the end of your next turn if you were fighting the target, or for 1 minute if you weren't fighting the target. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain expended uses whenever you finish a short or long rest.
Beacon Of Harmony At 14th level, your virtue begins to attract spirits of true goodness. As an action, you can summon a gentle unicorn to your side (see below. At your option, you can have it take the appearance of a different mythical creature). It is friendly to you and your allies, and has its own turn and initiative. Only you, your familiar, and the critters you assemble can mount the gentle unicorn. While it is within 120 feet of you, you can telepathically communicate with it. Although the gentle unicorn will follow your commands, it only does so if they don't go against its alignment. Uncommanded, it focuses on protecting you. The gentle unicorn will leave you after 1 hour or after it drops to O hit points. It will also leave your side 1 minute after it enters combat, regardless of when it was summoned. When it leaves, it disappears in a shower of buttercups and daisies, and anything it was carrying floats harmlessly to the ground. Once you use this feature, you can't use it again until you finish a long rest.
Comforting Melody Also at 3rd level, you learn a mellifluous song that soothes friend and foe alike. As an action, you can expend a use of your Bardic Inspiration to sing to a number of creatures of your choice within 60 feet of you that can hear you. The number of creatures you can sing to equals the number rolled on the Bardic Inspiration die. If a creature you select is an ally, it can cancel disadvantage on one attack roll or ability check of its choice in the next 10 minutes. If a creature you select is not an ally, it must succeed on a Charisma saving throw against your spell save DC or suffer disadvantage on its first attack roll or ability check against you in the next 10 minutes.
Heart To Heart Starting at 6th level, your open sincerity can cleanse others of ill-will. As long as you are speaking truthfully and in good faith, you have advantage on your Charisma (Persuasion) checks when interacting with creatures that aren't hostile to you. In addition, as an action, you can force a creature within 60 feet of you that can see and hear you to make a Charisma saving throw against your spell save DC. Creatures immune to being charmed automatically succeed on this saving throw, and creatures you are fighting make this save with advantage. On a failed save, the target becomes indifferent to you and your allies if it was hostile to you, or friendly to you and your allies if it was indifferent to you. This effect ends if the target is harmed or if it sees its allies being harmed. Otherwise, it lasts until the end of your next turn if you were fighting the target, or for 1 minute if you weren't fighting the target. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain expended uses whenever you finish a short or long rest.
Beacon Of Harmony At 14th level, your virtue begins to attract spirits of true goodness. As an action, you can summon a gentle unicorn to your side (see below. At your option, you can have it take the appearance of a different mythical creature). It is friendly to you and your allies, and has its own turn and initiative. Only you, your familiar, and the critters you assemble can mount the gentle unicorn. While it is within 120 feet of you, you can telepathically communicate with it. Although the gentle unicorn will follow your commands, it only does so if they don't go against its alignment. Uncommanded, it focuses on protecting you. The gentle unicorn will leave you after 1 hour or after it drops to O hit points. It will also leave your side 1 minute after it enters combat, regardless of when it was summoned. When it leaves, it disappears in a shower of buttercups and daisies, and anything it was carrying floats harmlessly to the ground. Once you use this feature, you can't use it again until you finish a long rest.
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