Bardic College of Despair

The Tragedy, one of the greatest works of art to ever come from a mortal’s hands. You have mastered this tale of woe, and have given it new vigor, mixing magic into those dreadful words and actions.

Song of Sorrow

Starting at 3rd level, you can perform a dirge, causing enemies to lose hope. By using an Action and expending one use of Bardic Inspiration, all enemies within 30 feet who can hear you must make a Wisdom saving throw against your Spell Save DC. If they fail, they suffer Despair, which lasts 1 minute. If they succeed, they can not be affected by this class feature again for 24 hours.

Despair. A creature afflicted with despair suffers Disadvantage against effects that cause the Frightened or Poisoned conditions, or deal Poison damage.

Dirgesinger

Starting at 3rd level, you learn how to inspire Fear in your enemies with but a note. As a Bonus Action, you can force one enemy who can hear you to make a Wisdom saving throw against your Spell Save DC. If they fail, they become Frightened for one minute. They may repeat the save at the end of each of their turns, ending the effect early on a success.

Once you use this feature, you must finish a Short or Long rest before you can use it again. At 7th level, and again at 11th level, you gain one additional use of this feature before needing to rest.

Song of Awakening

Starting at 6th level, If a humanoid suffering from Despair is dropped to 0 Hit Points or fails its last Death saving throw, you can expend a spell slot as a Reaction to raise them as a Zombie, using the statistics presented in the Player’s Handbook, but wielding the equipment they died with. The Zombie stays animated for a number of hours equal to the spell slot used, and acts on your initiative.

You can use this Feature once at 6th level, and gain an additional use at 13th level. You regain all expended uses when you finish a Long Rest.

Greatest Sorrow

Starting at 14th Level, when you use your Dirgesinger feature, you can use your Reaction to deal 3d10 Psychic damage to everyone who fails their Wisdom saving throw. If this reduces any targets to 0 Hit Points, it does not expend your use of Bardic Inspiration.

You may use this feature once. You regain this use when you finish a Long Rest.

Fighter Gladiator Archetype

A Champion is only one side of the coin. You encompass the other, using special attacks and exotic weapon technique to disable your foes.

Dirty Fighting

When you choose this Archetype at 3rd level, you learn to use weapons in new ways, and gain advanced training of special techniques.

When using or defending against Special Attacks, such as the Push or Grab Special Attacks, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

When using the Attack Action with a Net, it only uses one of your available attacks instead of all of them.

When using a Shield, you also treat it as a Club with the Thrown property and a range of 20/60.

Showboat

When you choose this Archetype at 3rd level, you gain proficiency in either the Intimidate or Performance skills. If you already have both, you can instead choose a skill from the Fighter skill list.

Brutal Finisher

Starting at 7th level, when you reduce a target to 0 Hit Points, any enemies who can see you and are within 30 feet must make a Wisdom saving throw or be Frightened until the beginning of your next turn. Allies within 30 feet who can see you are instead Impressed for one minute.

Saving Throw DC = 8 + Proficiency Bonus + Charisma Modifier

Impressed. An ally who is Impressed has Advantage against effects that cause the Frightened condition.

Blood and Glory

Starting at 10th level, when you reduce a target to 0 Hit Points, you gain Advantage on all of your weapon attacks until the beginning of your next turn.

Improved Techniques

Starting at 15th level, if you successfully perform a Special Attack, such as a Push or Grapple, you can immediately make one weapon attack against the target with your Reaction.

You can also use Special Attacks against enemies one size larger than normal.

Art of War

Starting at 18th level, whenever you make a weapon attack with Advantage, you add your Charisma Modifier to the Damage of the attack.