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College of Light
âWhere the light touches, I will follow. Where the dark festers, I will nourish.â - Josiah Brynmoor, Tiefling Bard of the College of Light
College of Light
Bards of the College of Light are jovial, happy individuals whose purpose is to spread joy and hope throughout the world. Some of these bards hold deep religious bonds, finding much in common with paladins and clerics, while others may have nothing more than a drum and a dream. They make their home in festivals and dutifully take to travelling in times of darkness, actively seeking to dispel it and wherever it festers. But even then, bards of the College of Light are trained to remember that within darkness lives light, and that they can bring forth this light with their song.
Bonus Proficiencies
When you take the College of Light at 3rd level, gain proficiency in Persuasion. If you are already proficient, double this proficiency.
Light Bringer
You search for the best in others, and can bring this out with your enchanting and powerful songs. At 3rd level, when you or an ally non-lethally knock a creature unconscious, you can expend a Bardic Inspiration die as an action if you are within 30 feet of the creature. Roll your Bardic Inspiration die and add it to your Charisma modifier, adding the total to the creatures hitpoints. The creature is now conscious and Charmed by you, and is more willing to give you information and assistance, but it wonât risk its position or life for you. This feature does not affect creatures that donât share a language with you, or innately evil creatures, such as fiends or undead.
Overwhelming Hope
You inspire so much hope that your enemies feel guilty when they oppose you. At 6th level, when you use your Countercharm feature, you can choose to have any hostile creature of your choice within 30 feet make a Wisdom saving throw against your spell save DC. On a failure, they attack your allies with disadvantage, and are Charmed by you. This effect lasts for 1 minute or until they take damage. You can expend a Bardic Inspiration die as a reaction when a creature under this effect takes damage to keep them under the effect. This ability does not affect creatures that donât share a language with you, or innately evil creatures.
You can use this feature once a short or long rest. This increases to twice a short or long rest at 15th level.
An Open Hand
You become a beacon of hope, light, and goodness, able to turn the cruelest of hearts to your side. At 14th level, when you use your Light Bringer feature, the affected creature will now risk itâs life for you and fight on your side.
At 20th level, this ability can affect innately evil creatures. When you attempt to use Light Bringer on an innately evil creature, they roll against your spell save DC. On a failure, they fall under its full effect, feeling compelled to fight against their own nature. On a success, they are Charmed by you, but will not risk their life or position for you.
With your will monk why did you pick charisma rather than wisdom?
Wisdom's more monk focused for sure, but making this subclass focus on another stat is both a balancing thing, and also with Wisdom, you're considering more focused, serene- more mind focused pursuits. Charisma is your strength of character and strength of will as much as it is your persuasive ability. So hence your ability to hurt an enemy is your strength of will and your ability to stay in combat is your willforce instead of your ability to remain focused and aware or something of that nature.
Way of the Will
âNo matter what it takes! No matter if I could fail, if I lose everything, if I die! Iâm going to beat you! Iâm going to save the day! Thatâs what being a hero is all about!â - Takao Grimwald, Way of the Will Monk
There are monks who lack the finesse, calm, and skill of their peers, but prove just as effective through grit and willpower. These monks sacrifice their body to leap to daring heroics with no hesitation, no matter the risk or cost. They have relentless willpower, able to abandon all fear of failure and death, and to keep going even when others may fall. These individuals dedicate themselves to an ultimate attack, one capable of felling their foes in a single blow at the sacrifice of their own health.
Going All Out
When you take this archetype at 3rd level, you learn to push the limits of your body to accomplish your goals, whatever it takes. When you spend a ki point, you can instead choose to use 3 hit points per ki point instead. When you are out a ki points, you can choose to continue to use your health instead of ki points to fuel your ki moves.
Ultimate Attack
Additionally at 3rd level, you unlock the ability to use an ultimate attack. When you gain this ability, choose the damage type, and whether the attack is a ranged attack (60/120) or a melee attack. The type may be cold, fire, force, lightning, necrotic, or radiant. When you make this attack, roll to attack a target with proficiency, using Charisma. On a hit, deal 1d4 if itâs a ranged attack, and 1d6 if itâs a melee attack. You may also use ki points to increase the power of this attack. For every ki point you spend, deal an extra equivalent damage die of the same damage type. When you make this attack, you can make no other attacks on your turn. When you use this ability, you cannot use it again until you finish a long rest.
No Matter the Weather
At 6th level, you learn to shrug off the attacks of your foes so that you can keep on fighting. You gain temporary hit points equal to your Charisma modifier at the end of each of your turns. These temporary hit points can be used for your Going All Out feature.
Against All Odds
At 11th level, you learn to push your body even further when the odds are too overwhelming. If you fall below 15 hit points, you can use your ultimate attack as if you spent 10 ki points, and you may roll this attack with advantage.
Never Give Up, Never Surrender
At 17th level, you refuse to fall in combat, not until the fighting is done. When you reach 0 hit points, make a Charisma saving throw with advantage. Add the roll to your level and then take that much temporary health points. Unlike normal temporary hit points, this can stack with your No Matter the Weather feature. If you use your ultimate attack while you are still at 0 hit points, you always hit. Once your temporary hit points are gone, you fall unconscious if you are still at 0 hit points. You can only use this once per rest.
Hamlet as a D&D paladin.
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Paladins yâall
Okay, okay, okay. I need to articulate my love for this class. Because itâs just the fucking best. And thatâs really weird because Iâm a non-religious person who would happily burn the system down (except for like libraries and post offices and national parks and The Good Shit government does). But, paladins man.Â
To start: There is drama inherit to the class as traditionally played. You know, the Lawful Good type who is honorable and true. I would argue that most of the 5e oaths have this drama (the expectations are Conquest and Oathbreaker and Vengeance is skirting the line). The paladin makes a promise, swears an oath and the world tests that. The paladin is always trying to fulfill her oath, but what is there to be done when the law is corrupt, when thereâs problems that she hasnât been trained to face, when darkness is rising and she only has a candle? Thatâs some crunchy drama right now. I love playing out moral questions when I pick the paladin class.Â
Secondly, excepting certain oaths, the paladin is a fundamentally optimistic class. We hope, we strive to be better. The paladin lets us play out that fantasy. That we can do good, that we can better ourselves, and thereâs a fucking point to all of this.Â
Thirdly, this might be a LGBTQ+ specific but I was told all my life that I was sinful, going to hell, that I would have to fundamentally change for forgiveness. Playing a paladin allowed me to bite back at that notion. âNO! My god picked me to be their avatar on Earth! They donât care that I like women, they donât think Iâm inherently sinful. I am the Divine. Whatâchu gonna do about it?âÂ
Fourthly, you get to punch Evil in the dick. And considering the times, Evil really, really needs a punch to the dick. I used to think that Evil as conceived by DnD didnât exist, that it doesnât manifest that way. Well. Shitâs changed.Â
Fifthly and lastly, the class is a reminder to act if you can. Whether itâs decking Nazis, educating others with privilege, donating money, marching, or speaking out, we can hold a light to the darkness. Though we may be one light, we are holding back the darkness.Â
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So the feature allows you to add the Sneak Attack damage when one of your allies hits the attack, but you yourself can't add it on the turn you marked the enemy. That sounds pretty useful, especially in later levels when you get more Sneak Attack dice. I like that. Also, new question. What would you think of a class that has weapon & armor proficiencies in specific weapons & armor depending on subclass & can make somewhat legendary such weapons? Like a Fighter-Artificer mix, with useful weapons.
Yeah! Misham (who's quote is featured before the class) in his campaign spent almost all of his time giving sneak attack to better fighters than him, and then using his turn to dodge or make skill rolls. He was really fun.Also that sounds like it could be fun! Maybe I'll consider making it. . . Ooooorrr squeezing it into a subclass. Who knows.
Hello, I wanna ask, can you explain how exactly the "Quick Lesson" feature of the strategist works? "You can no longer use Sneak Attack on your turn", does that only happen when you use the feature, on your next turn, or does it mean that, if it's your turn and you attack, you can't use Sneak Attack? Sorry if it's really simple and I'm just dumb, but I wanna be sure.
RIGHT! It's definitely confusing as it's one of my first subclasses, and I may have published it a bit quicker than I should have. I managed to track down my character sheet of the character I played using that subclass, so here's the CORRECT explanation of that move, which I'll add to the original version here."Using a bonus action, mark an enemy that your Sneak Attack would effect. The next time this enemy is damaged by an ally that was able to hear you when you marked the target, apply your Sneak Attack damage to it even if you no longer could apply your Sneak Attack to it. The type of attack does not matter, as long as it is rolled. You may no longer use your Sneak Attack this turn."Basically, to answer your question, when you use your bonus action to use Quick Lesson, you specifically can NOT use your Sneak Attack on that turn even if you hit the enemy you marked, but once someone else hits that enemy (with a rolled attack), they would add your Sneak Attack damage to their roll (note, only once). So you still are able to use your Sneak Attack if you don't use Quick Lesson, but using Quick Lesson frees up your main action essentially.Feel free to ask me anything else if this is still confusing haha.
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