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Writer's pictureMonkeyDM

Bard: College of the Instigator - D&D 5e - Fight, everyone!

This subclass is for those that concluded that the safest way to fight is to have others fight for you, whether they like it or not.

I've been a bard streak these few days, with plenty of new spells, items and subclasses for them and it's been fun. I've never played much of bards before, and boy I've been missing out. You can find a lot more of that content on my Patreon.


Take Care!



COLLEGE OF THE INSTIGATORS

People are so easy to manipulate. Despite what they may think, their every feeling, be it anger, joy or complete carelessness is dictated by those around them. The College of Instigators thrives on the emotions of those around them, spreading rumors and inciting violence to keep themself safe and garner favor. They know better than anyone that chaos isn't a pit, it's a ladder.


Cheerful Warmonger


When you join this college at 3rd level, you revel in the joy that anger brings about. Whenever a creature charmed by you deals damage to another creature, you gain temporary hit points equal to half of the damage dealt.


Impetus

Also at 3rd level, you've learned magic that can turn even the most peaceful creature into a brutal warrior. As an action, you can expend two uses of your Bardic Inspiration to place a creature within 60 feet of you that you can see under an Impetus. An unwilling creature can make a Wisdom saving throw against your spell save DC, succumbing to the effect on a failure. While under your Impetus, the creature gains the following features:

  • It adds your Proficiency bonus to weapon damage rolls.

  • It can't cast spells or concentrate on spells.

  • It is considered charmed. While charmed in this way, the creature cannot attack you or your allies and cannot willingly move away from any creatures it is hostile towards.

  • It can only use its Action to attack a creature.


At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success. Whenever it takes damage, the creature may also repeat the saving throw, ending the effect on a success. The Impetus lasts for 1 minute and requires Concentration (as if concentration a spell).


The Impetus doesn't work if the Creature's CR or level is higher than yours.


Improved Impetus


By the 6th level, the turmoil you can create has increased in intensity, making it harder to shake off and easier to impose onto others. You gain the following features:


Crowd Control. When using your action to create an Impetus, choose to expend up to three uses of your Bardic Inspiration to target two creatures instead of one.


Public Enemy. Whenever you charm a creature with your Impetus feature, you may choose another creature within 30 feet to be its enemy. On its turn, the charmed creature must move towards the target and attack it.



Peace was Never an Option


By the 6th level, the sheer extent of your hilarity has become mesmerizing, and deadly. You learn the enthrall spell, It does not count against your maximum number of spells known, but does require concentration for you. Any creature under the effects of your hideous laughter or enthrall spell suffers from uncontrollable laughter that breaks their psyche. This laughter causes them to take 2d6 psychic damage at the end of each of their turns, for the spell’s duration. This damage does not end the spell early or trigger a saving throw against it.

The damage increases by 1d6 at 10th level (3d6), and again at 14th level (4d6).


Infectious Laughter


Starting at 14th level, the sheer extent of the rage you can channel in others is exponential. As an action, choose a number of creatures equal to your Charisma modifier within 120 feet of you. They must make a Wisdom saving throw. On a failure, they are all charmed. While charmed in this way, they must spend their action on each of their turns attacking other creatures charmed in this way. If they take damage from a creature that is not charmed by this effect, they snap out of the charm. At the end of each of their turns, they may repeat the saving throw, ending the effect on a success.


Once you use this feature, you must finish a long rest before using it again.


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