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College of Threads

   When you enter this college at 3rd level, you lay traps for your enemies to fall into. As an action, you can expend a use of your Bardic Inspiration and infuse two unoccupied spaces that you can see within 60 feet of you with a magical trap. A trap can only be placed on a physical piece of terrain, or an unattended Medium or larger object. While the trap persists, you can see and hear as if you were in its space, as long as you're on the same plane as it. It can only be detected by an Intelligence (Investigation) check against your bard spell save DC. A trap lasts for 1 hour, unti's activated, or until you use this feature again. Once per turn when a creature starts its turn within five feet of a trap, you can activate it and cause magical threads to lash out at it, forcing the target to make a Strength saving throw against your bard spell save DC. On a failed save, the creature takes force damage equal to your Bardic Inspiration die + your Charisma modifier (minimum 1) and is restrained until the end of its next turn. The damage of this feature increases by another Bardic Inspiration die at 6th level. At 14th level, a creature takes half damage on a successful save, instead of none.   Also at 3rd level, you have a facade for every situation. You learn the disguise self spell, which doesn't count against your number of bard spells known. You can cast it as a bonus action, and other creatures have disadvantage on the ability check to discern whether or not you're disguised.   At 6th level, neither your mind nor body can be read. Your mind can't be read unless you allow it, and you know whenever a creature attempts to read your mind. Also, whenever you expend a spell slot to cast a bard spell of 3rd level or lower, you can choose to forgo either a verbal or somatic component.     At 14th level, you can bring your enemies to the last thread. As an action, you can create a magical web which fills up to a 30- foot cube from a point of your choosing. The web must be anchored between at least two solid masses. All allied creatures in the web are lightly obscured and can't be detected by spells and effects such as see invisibility or true seeing. All other creatures must expend an additional foot of movement for every 1 foot they move in the web. Upon the web's creation, creatures of your choice within the space become restrained until the start of your next turn and must make a Charisma saving throw against your bard spell save DC. On a failed save, an affected creature can't gain advantage or automatically succeed on any saving throw until the start of your next turn.
  The web lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). Once you use this feature, you can't use it again until you complete a long rest.

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