Bard: College of Whistles

The Crooked Moon

Bard: College of Whistles

Class: Bard

Old tales speak of the dangers of whistling, how the hollow, haunting pitches calls to the spirits of the departed and invite them back into the world of the living. Bards of the College of Whistles take these stories and set them to their own warbling tunes, whistling up their bardic magic and summoning spirits to aid in their travels. These bards wander even more than most of their fellows, drawn to traveling and gathering both stories and ghosts like patches in tattered clothing.

Features

Level 3: Handy Haints

You can call forth haunts - vagabond spirits. When your inspire a creature with Bardic Inspiration, you can summon a ghostly apparition that drifts around the inspired target.

The haint creates an aura in a 15-foot Emanation from the target. The haint vanishes after 1 minute, when you summon a new haint, when you use the Reaction it grants your, or when your have the Incapacitated condition. When you summon a haint, choose its form: Grumpy, Sad Sack or Scamp.

Grump

This red-tinged, elderly spirit in threadbare rags threatens your foes and harangues your allies to do better. You and your allies within the Grump's aura have Advantage on Charisma (Intimidation) checks and Strength saving throws.

In addition, when a creature inside the Grump's aura deals damage, you can take a Reaction to increase the damage dealt to one target by a roll of your Bardic Inspiration die plus your Charisma modifier.

Sad Sack

The blueish, melancholic spirit saps the fervor from your foes. Ranged attacks made against your allies within the Sad Sack's aura have Disadvantage.

In addition, when a creature inside the Sad Sack's aura takes damage, you can take a reaction to reduce the damage taken by an amount equal to a roll of your Bardic Inspiration die plus your Charisma modifier.

Scamp

The gold-hued, childlike spirit delights and invigorates your allies. When you or one of your allies starts a turn in the aura, that creature's Speed increases by 10 feet until the end of its next turn. In addition, when a creature inside the Scamp's aura fails a saving throw, you can take a Reaction to let the creature reroll the d20.

Level 3: Whistling Wanderer

You've shaped the superstition of whistling to the dead into a potent instrument. You gain the following benefits.

Wanderer's Bindle

When you finish a Long Rest, you can touch a non-magical bag, sack, or similar container and turn it into a magical container called a bindle. This container functions as a Handy Haversack. If you create a second bindle, if your bindle is more than 1 mile away from you, or when you die; the bindle loses its magic and anything inside appears in unoccupied spaces closets to the container.

Whistled Spells

You can whistle in place of Verbal components from your Bard spells. Observers unfamiliar with this tradition must succeed on a DC 15 Intelligence (Arcana) check to recognize your spellcasting for what it is by the whistled Verbal components alone.

Level 6: Ride the Rails

As a Magic action, with a whistle you summon a spectral locomotive into existence. It hurtles in a 120-foot Line that is 10 feet wide from you, and it passes through objects and creatures.

You and up to six willing creatures of your choice within 30 feet of you can ride on the train. You teleport to an unoccupied space of your choice in the Line, and any creatures who accompanied you appear in the closest unoccupied spaces to you.

Each other creature in the Line must succeed on a Wisdom saving throw against your spell save DC or have the Deafened condition until the start of your next turn, is pushed up t 10 feed straight away from the Line's point of origin and takes an amount of Psychic damage equal to three rolls of your Bardic Inspiration die.

Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a spell slot of level 3+ (no action required) to restore your use of it.

Level 14: Last Stop

The ghostly shrill or your whistle now draws the living closer to the world of the dead. As a Magic action, your give a whistle that is audible up to 300 feet away. Up to six creatures of your choice that you can see within that range must succeed on a Charisma saving throw against your spell save DC or gain Vulnerability to Psychic damage for up to 1 minute or until you lose Concentration (as if concentrating on a spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If an affected creature takes Psychic damage, it has the Frightened condition toward the source of that damage until the end of its next turn.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a spell slot of level 7+ (no action required) to restore your use of it.