College of Hosting

Bards of the College of Hosting are called Hosts. A Host's talents do not lie in music, singing, or dancing but in the purest, rawest form of charisma: conversation.

A skilled Host can make the most introverted person on the planet talk about themselves for hours, thanks to the powerful aura of Amiability, Kindness, and Social Magnetism that constantly envelops them. They can lead any conversation, masterfully adapting their tone to speak with crews of sailors with just as much ease as with members of the highest of courts.

Hosts are seen everywhere, from decadent parties to important trade deals. It is often said that the winner in any diplomatic battle is not the one with the most money or influence, but the one with the best Host at their side. Their presence is almost addicting, especially to those not particularly strong in social graces, as just being in the proximity of a Host makes one feel able to lead a conversation and have every listener wrapped around their little finger.

Hosts can use their influence and their social gifts to stop wars before the soldiers even hit the ground, or convince the most tyrannical of rulers to take better care of their subjects. They can just as easily start that same war with a twist of a conversation, gain influence and power for themselves masterminding their way to more and more success, all without drawing a blade or casting a spell.

The Bardic College of Hosting shines the brightest when political intrigue is involved in an adventure. Instead of skulking in the shadows, trading in rumors and secrets to bring people down, the Host operates right in the open, dealing in diplomacy rather than in subterfuge.

Don't let this emphasis on role play and social interaction fool you into thinking that the Bardic College of Hosting is weak when it comes to battle. Their role is to empower their allies by taking the art of conversation to the battlefield, and they fill that role well.

Level 3: Magnetic Presence

When you join the College of Hosting at 3rd level, you gain the ability to empower your friends in the art of conversation, your mere presence strong enough to make them seem more charismatic than they actually are.

When you are standing within 30 feet of a friendly creature, that creature can choose to use your Charisma modifier instead of their own when rolling a Charisma Ability check. Once a creature has used your charisma modifier, they can't do so again until hey finish a long rest.

Level 3: Words of Warding

You can protect your allies using your words alone, guiding them out of harm's way.

As a bonus action, choose a number of creatures that can hear you, up to a number equal to your Charisma modifier (minimum of one) and roll a Bardic Inspiration die. You can now distribute the number rolled and add it to the AC of the creatures chosen. A single creature can't increase their AC by more than 2 points.

This effect lasts for 1 minute. You can end this effect with a bonus action. This bardic inspiration feature can't be used simultaneously with other bardic inspiration features. For instance, you can't use Words of Warding and Words of Steel at the same time.

Level 6: Words of Steel

Your words ring truer than any others, including those said when casting a spell. As a bonus action, you can roll a Bardic Inspiration Die and add the total number to your Spell Save DC.

This effect lasts for 1 minute. You can end this effect with a bonus action. Every time you force a creature to make a saving throw against your Spell Save DC, it goes down by one until it has decreased back to its normal state. Once you use this feature you can't use it again until you finish a short or long rest. This use of bardic inspiration can't be used simultaneously with other bardic inspiration features. For instance, you can't use Words of Steel and Words of Warding at the same time.

Level 14: Words of Resolve

You gain the ability to talk with a mystical aura of charisma that give your allies the resolve and determination they need to accomplish any task.

As an action, choose a number of creatures that can hear you, up to a number equal to your Charisma modifier (minimum of one) and roll a Bardic Inspiration die. Each of them can add the number rolled to all Charisma saves and have advantage against being charmed and to see through illusions.

This effect lasts for 1 minute. You can end this effect with a bonus action. This use of Bardic Inspiration can't be used simultaneously with other Bardic Inspiration features. For instance, you can't use Words of Resolve and Words of Warding at the same time.


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