College Of Tears
Bards who belong to the Barovian College of Tears are undisputed masters of lyrical mourning. When they breathtakingly sing the ancient ritual mourning called govor, there are few eyes left untouched by tears.
You can find the bards of the College of Tears roaming Barovia as hired mourners, mostly by old and decadent noble bloodlines who still believe the chant of the bards grants a dead's soul a quiet trespassing.
The College of Tears's bards often live a life of grim adventures, as they travel through the benighted lands of Barovia in search of thrill, fame, fortune and sad stories to sing. For these reasons, the college's elders teach their students a good deal of combat techniques too.
College of Tears Features
|3rd||Bonus Proficiencies, Mourning Wail|
|14th||Call Forth the Departed|
When you join the College of Tears at 3rd level, you gain proficiency with medium armour, shields and martial weapons.
You can use a weapon you're proficient with as spellcasting focus for your bard spells.
Starting at level 3, as you join the College of Tears, you learn a gloomy tune that raises its pitch at every verse, deafening those who listen to it.
Spend one Bardic Inspiration, roll a Bardic Inspiration die and choose a number of creatures you can see that can hear your voice, up to your Charisma modifier. The chosen targets suffer psychic damage equal to 1d4 plus the number you rolled with the Bardic Inspiration die.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Call Forth the Departed
At 14th level, your grim songs force even the dead ones to rise up and dance at your whim.
Spend one Bardic Inspiration, roll a Bardic Inspiration die and choose a number of Small or Medium corpses within 12 metres of you, up to the number rolled with the Bardic Inspiration die. The target creatures immediately rise as undead zombie or skeleton - your choice for each target corpse.
You can use a bonus action to mentally command the creatures created this way, issuing the same command to all of them. To receive the command, the undead must be within 20 metres of you. You decide what action the creatures take and where they move during their next turn, or you can issue a general command, such as to protect you against your foes. If you issue no commands, the undead do nothing except defend themselves against hostile creatures. Once given an order, the undead continue to follow it until their task is complete.
(2018) Author: Andrea Tupac Mollica V1.1