College of Eloquence
Bard subclass reference.
Adherents of the College of Eloquence master the art of oratory. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persua sion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
3rd-level College of Eloquence feature
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspi ration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Un Fail Ing In Sp Ir At Ion
6th-level College of Eloquence feature
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Uni Ve Rs Al Sp Ee Ch
6th-level College of Eloquence feature
You gain the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically un derstand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.
In Fect Io Us In Sp Ir At Ion
14th-level College of Eloquence feature
When you successfully inspire someone, the power of you r elo q u e n ce ca n n ow sp re a d to so m eon e else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, at tack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different crea ture (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die with out expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
The cleric class receives new features and sub classes in this section. J'
Optional Class Features
You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the features in the Player's Hand book, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level re quirement noted in the feature's description. These features can be selected separately from one an other; you can use some, all, or none of them.
If you take a feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.
Add It Ion Al Cleric Spells
1st-level cleric feature
The spells in the following list expand the cleric spell list in the Player's Handbook. The list is orga nized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xana thar's Guide to Everything also offers more spells. 3RD LEVEL 6TH LEVEL Aura of vitality Sunbeam