College of Light
Bards of the College of Light are storytellers of revelation and transformation. Accompanied by a sentient, magical lantern that resonates with their soul, these bards illuminate truth through song, exposing illusions, stirring emotions, and igniting passion or fear in those who listen. Their performances shine light into darkness - whether literal or metaphorical - and their lantern burns brightest where deceit and despair take root.
Luminous Bond (3rd Level)
When you join this college, you are gifted - or haunted - by a sentient lantern, bound to your spirit. It floats beside you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can extinguish or reignite the lantern as a bonus action, and it hovers within 5 feet of you.
The lantern counts as a magical focus for your Bard spells.
While lit, you have advantage on Charisma (Performance) checks made to influence creatures that can see the lantern’s glow.
Reveal the Hidden
While the lantern is lit, you can cast detect magic or see invisibility once per long rest without expending a spell slot or material components.
Flare of Emotion (3rd Level)
You can invoke your lantern to channel emotional energy into your performance.
When you expend a use of Bardic Inspiration, choose one of the following Flare Effects based on the emotion you wish to evoke:
Hope – The target gains temporary hit points equal to your Bardic Inspiration die + your Charisma modifier.
Dread – Choose a creature within 30 feet of the Bardic Inspiration target. It must succeed on a Wisdom saving throw (DC = your spell save DC) or become frightened of the target until the end of your next turn.
Conviction – The target can roll an additional d4 and add it to another d20 roll they make before the end of their next turn.
You can use each Flare Effect once per long rest.
Lanternlight Illumination (6th Level)
Your lantern burns with judgment and clarity, disrupting illusions.
When a creature you can see within 60 feet:
casts an illusion spell, or
is under the effect of an illusion or invisibility, or
is disguised magically (such as disguise self),
You can use your reaction to flare your lantern. The target must succeed on a Charisma saving throw (DC = your spell save DC) or have its magical concealment suppressed for 1 minute or until it ends (no concentration required).
While suppressed, creatures have advantage on checks to see through its disguise, and attacks against invisible targets do not suffer disadvantage.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Blazing Encore (10th Level)
Your lantern surges in power during high emotion. When you cast a spell using a verbal component and Bardic Inspiration on the same turn, you can create one of the following effects centered on you or your lantern:
Radiant Pulse: Each creature of your choice within 10 feet must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the end of their next turn.
Resonant Healing: One creature of your choice within the lantern’s light regains hit points equal to your Bardic Inspiration die + Charisma modifier.
Stir the Heart: Choose a number of creatures up to your Charisma modifier within 30 feet. They gain advantage on their next attack roll or saving throw made before the end of your next turn.
You can use this feature once per turn, but no more than proficiency bonus times per long rest.
Lantern of Truth (14th Level)
Your lantern burns with undeniable radiance that reveals the soul.
As an action, you cause the lantern to flare with truthlight in a 30-foot radius. For the next 1 minute (concentration), the following effects apply:
Illusions are revealed (as true seeing) for you and creatures of your choice in the area.
Creatures in the area cannot speak deliberate lies unless they succeed on a Charisma saving throw (DC = your spell save DC) at the start of each of their turns.
You and your allies in the light have resistance to psychic damage and can’t be charmed or frightened.
Once you use this feature, you can’t use it again until you finish a long rest.