5e:Nightstalker/Bard
Nightstalker is a bard college of the Bard class.
Nightstalker
Nightstalker fighters bring their martial prowess against creatures of the night.
Nightstalker Features
Fighter Level | Features |
---|---|
3rd | Enmity, Esoteric Knowledge |
6th | Additional Spells |
14th | Iron Resolve, Turn Creatures of Enmity |
Enmity
When you choose this subclass at 3rd level, you have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 3rd level hereafter (6th, 9th, 12th, 15th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
Beginning at 3rd level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Additional Spells
Starting at 6th level, you learn the counterspell spell. At 10th level, you learn the antimagic field spell. These spells count as bard spells for you and do not count against the number of spells known.
Iron Resolve
Beginning at 14th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
Starting at 14th level, you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.