College of Eldenwood (5e Subclass)

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College of Eldenwood[edit]

Bard Subclass

The College of Eldenwood is a place where bards channel sorrow and shadow into their music, weaving tales of despair, lost souls, and the eldritch power of the Eldenwood. Long ago, a wandering soul fell from a towering wall into the Unknown. For years, they traversed desolate lands, with their spirit growing darker by the day. As they ventured deeper, they learned to capture the whispers of these forsaken places and weave them into haunting melodies. The College of Eldenwood embraces these mournful songs, using them to influence the world, manipulate emotions, and call upon the forgotten power of the Eldenwood.

Eldenwood's Veil

Starting at 3rd level, you can harness the dark powers of the Eldenwood forest to manipulate the environment around you. As an action, you can expend a spell slot to create an ethereal gateway to the Eldenwood Forest for 1 minute. The area within a 10-foot radius around you becomes part of the Eldenwood Forest. The range increases by 10 feet and the duration extends by 1 minute for each spell slot level higher than 1st that you expend.

Any creature that starts its turn within or ends its turn within the Eldenwood’s Veil must succeed on a Wisdom saving throw against your spell save DC or succumb to despair, becoming frightened until the end of its next turn. On a successful save, the creature becomes immune to the effects of the veil.

Additionally, while within the veil, you can use your performance to draw enemies deeper into the forest. As a reaction, when a creature attempts to leave the Eldenwood’s Veil or rolls a saving throw against its effect, you can force them to reroll and subtract your Bardic Inspiration die from the result.

Boons of the Eldenwood

Starting at 6th level while the Eldenwood Veil is summoned, you are awarded with magical gifts from the Elderwood. These objects are magical, and disappear once the veil dissipates or if you step out of its area.

Lamp of Captive Souls. When you summon the veil, this lamp appears on your empty hand. Otherwise must be summoned as a Bonus Action. This magical lamp can be lit or snuffed as an Action. It functions as a regular lamp. Whenever a creature within 30 feet is reduced to 0 hit points, you can use a reaction to temporarily capture its soul. You can capture a number of souls up to half your proficiency bonus (rounded up).
Using an Action, you can spend 1 soul to ignite the lamp, forcing a creature within 5 feet to make a Dexterity saving throw or take 3d6 fire damage. That creature still takes additional 1d12 fire damage at the end of each turn, unless it uses its Action to snuff out the flames.
Dark Cloak. This shadowy cloak allows you to ignore difficult in the area of the veil, and grant you Advantage on checks made to Hide while within the veil.
Sword of the Forgotten Souls. This non-magical sword has a bonus of +1 per soul currently captive on your lamp. Once per turn when you hit a frightened creature within the veil using the sword, you cause additional 2d8 psychic damage with the attack.
Servant of the Lamp

At 14th level, when a creature falls victim to your Lamp of Captive Souls, you can fully control that soul, enchanting it. You can use your action to spend a humanoid soul captured on the Lamp. That creature returns as a Ghost and is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. The ghost vanishes after the Veil of the Eldenwood duration ends.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

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