College of Spoons

Bards of the College of Spoons are able to use their own bodies to channel magic through rhythmic and fluid movements. Aided only by the jangling of tassels on their clothing or the clacking of castanets (both shaped like spoons), these dancing bards evoke powerful emotions by embodying the passion of music.

As a College of Spoons bard, you decide how you learned and honed your craft. Did you have a teacher?

If so, what were their methods? Did you start learning your methods on a dirty street corner, or were your undulations perfected in grand palace halls? Consult the Spoony Beginnings table for a potential origin.

d6 Spoony Beginnings
1 The people in your village saw your potential, and found an accomplished dancer to teach you more.
2 You’re self taught, you try to keep your magical influence subtle. You try and make it look more like you just happen to be extremely attractive while dancing.
3 You received a formal education as a prestigious school for performance. You were talented, but unmotivated.
4 An elderly stranger at a tavern was willing to give you private lessons. Dancing at the tavern brought you great fame, and made you feel powerful.
5 You use your dancing as a way to express overwhelming emotion. You learned the art out of necessity.
6 Your family has several accomplished dancers. They consider your abilities to be mediocre at best.

Enchanted Dances

When you join the College of Spoons, you learn three dances to enthrall others and empower yourself. You can begin a dance as a bonus action on your turn and must concentrate on it as though concentrating on a spell. The effects last as long as you remain dancing, up to one minute. The dance lasts until you stop (no action required), you lose concentration, or if you are unable to move.

Alluring. Choose a humanoid, beast, or fey within 30 feet. The target must make a Wisdom saving throw against your spell save DC or be charmed by you.

Hostile creatures have advantage on the save. While charmed by you, the creature can’t look away. If anything harms the charmed creature, the effect ends.

Emboldening. Friendly allies within 30 feet that can see you gain temporary hit points equal to half you bard level. These hit points only last as long as you are dancing and your allies remain within 30 feet and can see you.

Feverish. You dance yourself into a wild frenzy of unbridled passion. If an ally expends one of your Bardic Inspiration dice and adds it to an attack or damage roll, you can also add half the result to your own roll of the same kind before the end of your next turn.

Once you use any of these dances, you cannot do so again until you finish a long rest. Starting at 14th level, you can use this feature twice between long rests.

Hypnotic Sway

Also at 6rd level, you can expend one use of your Bardic Inspiration to magically lure the susceptible to you. Roll your Bardic Inspiration die, then choose up to that number of creatures that aren’t constructs or undead within 30 feet that can see you. They must make a Wisdom saving throw. On a failure, a creature is charmed by you and must use its movement to move closer to you on each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Burning Temptation

At 14th level, your grace is irresistible and your spoony mastery complete. While you are using your Enchanted Dance feature, any damage you deal to hostile creatures that can see you can choose to be psychic damage instead of its normal type.

Additionally, while using your Alluring dance, if you harm the creature the effect doesn’t end unless the target makes another saving throw against the same DC.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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