College of Deathly Remembrance

by RiverNote

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College of Deathly Remembrance

Bards who go into this college learn that the dead are always with us and can talk to them rather that waiting for signs that they are with us. In certain cultures they are seen with fear due to their faces are painted with the image of a skull with all kinds of designs from tribal to floral.

Bonus Proficiencies

3rd-level College of Dia de los Muertos feature

When you join the College of Dia de los Muertos at 3rd level, you gain proficiency the disguise kit.

Guiding Wishes

3rd-level College of Dia de los Muertos feature

You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Song of the Forgotten Dead

3rd-level College of Dia de los Muertos feature

You sit near a grave and pull out your instrument and play a song for the dead. As you play the spirits come towards you and grant you aid in battle.

As an action you can play your instrument to tap into the minds of the undead. Undead creatures with a challenge rating of 1 or lower within 15 feet must make a wisdom saving throw against you spell save DC. On a failed save Undead creatures are now friendly towards you and your allies for the next 12 hours during these 12 hours they have conscience as they were alive and talk to you as if you are a friend. You can ask them one question and they answer truthfully and clearly. After 12 hours has elapsed the Undead creatures turn into yellow golden flower petals with a skull resting in the middle.

Once you use this feature you cannot do so again until you take a long rest.

Offerings of the Dead

6th-level College of Dia de los Muertos feature

You know what the spirits want when it comes to offerings. You gain proficiency in cooking utensils and woodcarvers tools. During a short or long rest you can either make a statue of a angel in the shape of a child or a big loaf of Pan de Muerto. You can place them both on the altar of a deceased humanoid creature.

The spirit of the creature will come to your aid and heal you or a friendly creature within 30 feet of you a number of hit points equal 3d4 + your charisma modifier. Once the spirit of the deceased creature comes to your aid it will go back to its resting place.

You can have a number of spirits equal to your charisma modifier aid you at a time.

Calavera de Dulce

6th-level College of Dia de los Muertos feature

As a bonus action, you can expend a bardic inspiration to summon a number of highly decorative skulls equal to the number rolled on your bardic inspiration die. As an bonus action, you can hurl one at an ally within 60 feet to give them either a 1st to 3rd level spell slot or an additional extra attack.

Once you use this feature you must complete a long rest.

Form of Remembrance

14th-level College of Dia de los Muertos feature

You become enveloped with bright sun gold flower petals and you transform into a skeleton with well dressed in bards clothing along with your skull having all kinds of decorative designs coming from every culture and every family member living and dead. You are in this form for 10 minutes or until you yourself dispel it. While in this form you gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks and gain incorporeal movement.

Additionally while in this form you can do the following.

  • As an action you play a fruitful and soothing song for the dead. Undead creatures within 30 feet with a Challenge rating of 3 or lower must make a wisdom saving throw against your spell save DC. On a failed save, they now consider you and your allies friendly creatures and will attack the closest creature that is hostile towards you for 1 minute.

  • As an action you can summon a the spirit of a Ancestor (Stat Block next page) or a dead friendly NPC that you remember to fight alongside you. When it comes to the NPC they have the same abilities as when they were alive. You can summon one spirit at a time and they are with you for 24 hours. Once you use this feature you cannot do so until you reactivate your Form of Remembrance.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Art Credits
  • Please support the artists credited

La catrina by Guillermo Guerrero


Ancestor

Medium undead (Ancestral Spirit), any alignment


  • Armor Class 16 (natural armor)
  • Hit Points 10 + five times your bard level
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4)

  • Skills Animal Handling +5, History +4, Perception +5, Performance +7, Religion +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Any languages it knew in life
  • Challenge 6 (2,300 XP)

Incorporeal Movement. The Ancestor can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Ethereal Sight. The Ancestor can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Spellcasting. The Ancestor is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Ancestor has the following 14 spells prepared:

Cantrips (at will): Vicious Mockery, Thorn Whip, Create Bonfire, Friends
1st level (4 slots): Bane, Dissonant Whispers, Tasha's Hideous Laughter
2nd level (3 slots): Hold Person, Silence, Zone of Truth
3rd level (3 slots): Fear, Mass Healing Word, Dispel Magic
4th level (3 slots): Dimension Door, Hallucinatory Terrain, Polymorph
5th level (2 slots): Dominate Person, Planar Binding

Actions

Rapier of the Dead. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

On a hit, the target must make a wisdom saving throw (DC equaling your spell save DC) or take 17 (4d6) necrotic or radiant damage. (your choice) and be frightened. The target can reroll their save at the start of their turn to not be frightened.

Etherealness. The Ancestor magically enters the Ethereal Plane from the Material Plane, or vice versa.

 

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