Bard: Difference between revisions

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== College of Whispers ==
== College of Whispers ==
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Unseen in broad daylight, the bards of the College of Whispers use their knowledge of obscure magic to beguile and infiltrate: hoarding secrets and shaping the unwritten history of the world.<br>
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
Known as emissaries to those versed in bardic lore, these spies and enchanters are controversial figures: some consider them base scoundrels using dark magic and deceit to amass power; others see them as noble watchers in the shadows, using their secret lore as a weapon against evil.
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==== Psychic Blades ====
==== Psychic Blades ====
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.<br>
''3rd Level College of Whispers feature''<br>
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.<br>
You gain the ability to make your strikes harmful to your foes' minds.<br>
The psychic damage increases when you reach certain levels in this class, increasing to 4d6 at 5th level, 6d6 at 10th level, 8d6 at 15th level, and 10d6 at 20th level.
When you hit a creature with a Weapon Attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 Psychic Damage to the target of the Attack.<br>
The Psychic Damage increases when you reach certain Levels in this class, increasing to 4d6 at 5th Level, 6d6 at 10th Level, 8d6 at 15th Level, and 10d6 at 20th Level.
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==== Words of Terror ====
==== Words of Terror ====
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br>
''3rd Level College of Whispers feature''<br>
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.<br>
You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.<br>
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
If you speak to a creature for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom Saving Throw against your Spell Save DC or be Frightened of you or another creature of your choice. The target is Frightened in this way for 1 hour, until it is Attacked or Damaged, or until it witnesses its allies being Attacked or Damaged.<br>
If the target succeeds on its Saving Throw, the target has no hint that you tried to Frighten it. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Mantle of Whispers ====
==== Face Stealers ====
At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.<br>
''6th Level College of Whispers feature''<br>
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.<br>
You gain the ability to alter your external appearance. When you finish a Long Rest, you can shapeshift into a form of your choosing.<br>
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.<br>
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape and arrangement of limbs stays the same. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form. You can’t duplicate the appearance of a creature you’ve never seen.<br>
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. You can capture a number of shadows with this feature equal to your proficiency bonus, regaining expended uses when you finish a long rest.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have Advantage on any Charisma (Deception) Check you make to avoid detection.<br>
You can use an Action to revert to your natural form, otherwise the transformation lasts until you finish a Long Rest or fall Unconscious
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==== Shadow Lore ====
==== Shadow Lore ====
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br>
''14th Level College of Whispers feature''<br>
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.<br>
You gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.<br>
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.<br>
As an Action, you magically whisper a phrase that only one creature of your choice within 30ft of you can hear. The target must make a Wisdom Saving Throw against your Spell Save DC. It automatically succeeds if it doesn’t share a Language with you or if it can’t hear you. On a successful Save, your whisper sounds like unintelligible mumbling and has no effect.<br>
The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br>
On a failed Save, the target is Charmed by you for the next 8 hours or until you or your allies Attack it, Damage it, or force it to make a Saving Throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.<br>
When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.
The Charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.<br>
When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a Long Rest.
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