Ashtonium's College of Tragedy v3.5

College of Tragedy Features
Bard Level Feature
3rd Bonus Proficiencies, Mortal Coil
6th Visage of Torment
14th Heartfelt Sacrifice

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Mortal Coil

Also at 3rd level, when you hit someone with a weapon attack, you can spend a Bardic Inspiration and mark the target for death. Until the start of your next turn, any creature that makes a weapon attack roll against the target on their turn can add 1d6 necrotic damage to the first attack that hits.

The necrotic damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 4d6 at 10th level, and 6d6 at 15th level.

Visage of Torment

At 6th level, you gain the ability to tap into your connection with the great beyond and bring forth a ghastly figure, this entity's appearance differs between those that gaze upon it.

As an action, you can summon a specter within 30 feet of you. When the specter appears, you roll initiative for it, and choose an enemy that can see it to make a Wisdom saving throw. On a failure, they are frightened of the specter until it is dismissed. A creature can repeat this saving throw at the end of each of their turns, ending the effect early on a success. The specter obeys your verbal commands, and has advantage on attack rolls against creatures frightened of it.

The specter remains under you control for 1 minute, at which point it disappears with a horrifying shriek. If you are incapacitated while the specter remains, it is freed from your grasp and become hostile, unable to be dismissed by you.

Once you use this feature, you can't use it again until after your next short or long rest.

Heartfelt Sacrifice

At level 14, whenever a friendly creature that you can see drops to 0 hit points, you can use a reaction to spend a Bardic Inspiration and place a protective ward on them.

For the duration of the warded targets unconsciousness, any time a creature makes a weapon or spell attacks against them must first make a Wisdom saving throw. On a failure, the creature must choose a new target or lose the attack or spell. On a success, they do not gain advantage against the target as a result of them being unconscious. Additionally, any time the warded target is hit by an attack by someone within 5 feet of them, they only suffer one death saving throw rather than two and the attack is not treated as a critical.

However, any time the target takes damage, you take damage equal damage that would have been dealt. If you drop to 0 hit points while this protective ward is active, you can choose to suffer an immediate death save failure and the target regains 1 hit point.

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Matt pLS.