Cursed Musician (5e Subclass)

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Cursed Musician[edit]

Bard Subclass

You past is a haunted one. It was filled with anguish, anger, pain. So much so your only way out was to to literally make a pact with a Devil. The request of your pact is up to you. Do you forget the memories causing your night terrors? Do you finally have the strength to destroy your enemies? Or may be even regain your a long lost sanity. However, the terms of the pact are up to the devil. What will the Devil request I wonder? You know the Devil is in the details, bwah...ha...ha. You have been granted a great power. Bardic in appearance but sinister in nature. Rock On or play that sinister tune and we will see what the evening will entail.

Musician's Defense

Starting at 3rd level, the devilish energy of your pact protect you from harm. You can add your Charisma modifier, rather than your Dexterity, to your AC, as long as you are playing an instrument or concentrating on a bard spell.

Pact Dice

At 3rd level, you can make a pact with an ally in order to grant it increased ability, in exchange for a pinch of the target's soul. Whenever you give a Bardic Inspiration dice, you can forge a pact with that target if it is willing.

If you do, that target can add your Charisma modifier as a bonus to the roll it will add your bardic inspiration dice. However, that target loses a number of hit points equal to the number rolled on the dice + your Charisma modifier, and this hit point loss can't be prevented. When this happens, you gain temporary hit points equal to the amount of hit points lost by the target of your pact.

Ballad of Blood

Starting at 3rd level, you can charge your performance with seductive, fey magic.

You can start a performance as an Action, and can keep playing for 1 minute. When you start the ballad, choose a number of creatures able to hear you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you.

This effect ends on a target after 1 minute, if the target is attacked or forced to make a saving throw, if you attack it, or if you stop playing. The effect also ends if you lose concentration (as if concentrating on a spell)

In addition, you can use your bonus action to torture the souls and minds of the creatures charmed by your ballad. You can use your bonus action to cause necrotic damage to creatures charmed by this feature equal to the number rolled on your Bardic Inspiration dice, causing the target to bleed for his eyes, mouth, nose and ears. A creature that has taken this damage can make another saving throw at the end of its turns to end the effect.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Forte

At 6th level, your bond with the devil increases, and you become able to acquire the demonic likeness using your Bonus Action. It lasts until you're incapacitated or you dismiss it as a bonus action. When you do so, you gain the following benefits:

  • You can cause the targets of your ballad of blood to become frightened, rather than charmed. A frightened target has its movement speed reduced to 0 while the ballad is played.
  • Whenever you cause damage to a creature frightened by you, that creature takes additional psychic damage equal to your Charisma modifier.

You have advantage on Charisma (Intimidation) checks, and disadvantage on any other Charisma checks. In addition, any non devil creatures are instantly hostile towards you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Fortissimo

When you reach the 14th level, you know how to use your chords and notes to manipulate those around you. Creatures under the effects of your Ballad of Blood have disadvantage on their saving throws against your spells.

In addition, ballad of blood no longer requires concentration to maintain.

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