Mantle of Inspiration is downright unnerving, and not in a good way. More of a stalker-ish vibe, or should I say stalk-ee?
College of Divinity is something I would have expected, but as someone who went to bat for the Zealot: Lore Bard taking Cleric spells, with the Acolyte background, hard to see what could be added to that mechanically, given the smaller size of Bard subclasses.
It's tied to the size of the inspiration die which makes sense since you have to expend one to use them. I think it would be, slightly, confusing to make them different that the die being used.
Mantle of Inspiration
This is basically a warlord ability. It uses one of your Inspiration dice to buff and move your friends around. There are two catches though: It scales horribly (2d12 is minuscule at 15, 2d6 at level 3 is pretty good) and the target must move directly to you in the shortest and safest route possible. Granted, they can opt to just stay put, but it would be much easier to work with if they could move in any manner of their choosing, they are giving up a reaction for it after all. On the plus side, it is an AoE. But I don't expect to get much mileage out of it as it.
And with the Venomous Blades ability, do most people think changing it to psychic or force damage (not sure what stabbing a shadow to deal damage would count as) because of poison being a "bad" damage type would be a good fix?
Or is the problem that it isn't enough damage?
Do temp hit point from different sources stack, or do you only take the highest source? I can't remember and don't have access to books at the moment....
At any rate combined with Inspiring Leader feat as well, would be really cool. Or multi-class with the SCAG paladin that also give temp hp.
Sure, I think they're conceptually similar.Anyone else picking up a Dark Sun bard vibe from the College of Whispers?
That's huge.
Naw, still relatively better for you at lower levels. Consider level 5, where it gains the per rest qualifier and possibly effects your entire group. 2d8 is a much higher percentage of a level 5 characters health than 2d12 is for a level 15. And if you really need to be hitting 5 targets, you can get that at level 8. That movement bit should just be unrestricted. It's unnecessarily fiddly to start with, crimps the "go forth, my adoring fans" motif, eats up reactions (which are very useful for other methods of defense and battlefield control), and extra movement just isn't as important as it was an edition ago.
Mind you, it's a Bardic Inspiration die. Which means the real line of comparison is going to be "should I give some padding with this, or use my die on a saving throw or attack roll." Attacks get more powerful the higher up in levels you go, meaning both landing them and resisting them becomes more important as time goes by. Realistically, you are only really going to be using this ability around once per combat. Typically near the start, as a set up tool to give everyone some padding and hopefully pull some squishies off the front line (which is tricky considering it just clumps people near you, and you may very well be the squishy on the front line that needs to be moved off of it). About the only time you are going to get the full bang for your buck from this ability is if you are trying to escape an erupting volcano, and even then you may consider everyone passing their climb and jump checks to be more important.