College of Enchantment (5e Subclass)
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College of Enchantment
Bards that join the College of Enchantment are well aware of the true power of their words, and hone their skills to influence the minds of their unsuspecting audience. These masters of enchantment charismatically waltz their way into favourable situations, whether on the battlefield, in the merchant's shop, or on the banquet table, to harmlessly fool around, or for far more nefarious purposes.
- Empowered Enchantment
|“||Enchantment level over 9000!||”|
Starting at level 3, as a bonus action each turn, you can expend one inspiration die, in order to enhance the power of an enchantment spell you attempt to cast. You roll 1d4 die, and subtract the result from the spell saving throws of the creature or creatures that you are trying to affect with the enchantment spell.
The die increases to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 15.
- Best Friends
|“||I really, really like you, but let's stay just friends.||”|
Starting at level 3, you learn the friends cantrip. You gain the following features when you cast the cantrip:
- There is no component requirement.
- The maximum duration of the spell increases to 1 hour.
- The spell can also affect hostile creatures, upon a failed Charisma saving throw with an advantage.
- When the duration of the spell ends, the creature remains friendly towards you and your allies, until you or your allies deal damage to it, or take an obviously hostile action towards it.
- Superior Charm
|“||Anything you can charm, I can charm better.||”|
Starting at level 6, as a reaction, you can sense, identify, resist and return any hostile enchantment spell to the creature that attempted to target you or an ally you can see. This creature must succeed on the relevant spell saving throw with disadvantage against your relevant spell save DC, or suffer the full effect of the spell, as if cast by you. The returning of the spell does not cost a spell slot.
- Irresistible Charm
|“||Can't touch this!||”|
Starting at level 14, as a reaction, you weave a majestic tune to form a protective enchantment, which lasts for 1 minute. For the duration, whenever a creature tries to damage you with a melee or ranged attack or a spell, you can add your Charisma modifier to your AC or spell saving throw (including Charisma saving throw). If the creature fails its attack roll or spell attack roll, it becomes charmed by you until the start of its next turn. During this time, as a bonus action, you can command the creature once. The creature is no longer charmed if the duration expires, or after it successfully fulfills your command. The creature then remains friendly towards you and your allies, until you or your allies deal damage to it, or take an obviously hostile action towards it.