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.
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.
Comments