Art Credit: Ervin Lázár
I feel like the trend lately has been to downplay the toot toot magic flute aspects of the bard and instead endeavor to create cool, edgy bards that are spies or duelists or magical historians or somesuch. I’m not about that life. I like my bards to be flamboyant entertainers, more often than not at least.
This subclass takes the core identity of the bard as an entertainer in a natural but slightly unexpected direction. If you want to consider really embracing the party-child vibe that I think has been sorely missing from a lot of the bards I’ve partied-up with lately, I present for your enjoyment the bardic college of revelry.
Bard College of Revelry
Whether it’s a young couple’s wedding, a village’s harvest festival, or a king’s coronation, people in all stations of life make time to celebration. The College of Revelry produces the entertainers most sought-after to facilitate these events.
The skills and affectations employed by bards of revelry are unmatched when it comes to turning the mundane to the extraordinary. They are masters of celebration, and those around them can’t help but loosen up and lower their guard when confronted with them. When such a bard makes an appearance, they are the heart of the party, Songs, stories, feasts and drinks shared by bards of revelry become unforgettable features in treasured memories of good times.
When you join the College of Revelry at 3rd level, your experience attending long celebrations and consuming various intoxicants grants you proficiency in Constitution saving throws.
Also starting at 3rd level, you have become a master of mixing magical brews. As an action, you may use a bardic inspiration and touch 1 vial of water or other potable non-magical liquid to create a magical potion. When a creature drinks this potion, they gain temporary HP equal to your Bardic Inspiration die and have advantage on saving throws against magical fear, sleep, and charm effects for one minute.
Starting at 6th level, you have the ability to exude an aura of intoxicating psychic energy as an action. For one minute, you creatures you choose within 30 ft of you have their movement speed halved. They also suffer disadvantage on wisdom and dexterity checks, and on ranged weapon attacks. Creatures immune to poison are immune to this effect.
Once you use this feature, you can’t use it again until you finish a long rest.
Distillation of Regret
Starting at 14th level, you can channel a devastating psychic lance of regret and shame onto the targets of your spells. As a bonus action, whenever a spell you cast this turn deals damage to a creature, you may deal an extra 2d8 Psychic damage. Creatures affected by this are Poisoned until end of their next turn. You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.