Base Class: Bard
The Lords of Hallows focus on striking fear into the hearts of their audience as well as utilize components of their stories on the battlefield.
Hallowed Skill
When you become a Lord of Hallows at 3rd level, you gain proficiency and expertise in the Intimidation skill. If you already have proficiency or expertise in Intimidation from another source, you may apply this to another skill of your choice.
Inspire Fear
When you make an intimidation check, you may expend a use of your bardic inspiration as a free action to add to your roll. This does not count as using granted bardic inspiration from any source (including yourself). Doing so causes the creature to become Frightened of you as well as intimidated. You may use this feature a number of times equal to your Charisma Modifier. At the end of a short or long rest, you regain all uses of Inspire Fear.
At higher levels you may extend this effect to multiple creatures. You may target 2 at 5th level, 3 at 10th level, and 4 at 14th level.
Inspire Panic
At 3rd level, you have discovered how to channel the power of fear to create undead thralls.
If a creature is successfully frightened by Inspire Fear, you may use an action to expend any number of bardic inspiration (minimum of one) die to use Inspire Panic.
Inspire Panic: You may roll the expended bardic inspiration die and summon a number of Thralls of Panic (your choice of zombies or skeletons, stats as described below) equal to the roll. They may have some similarity to the frightened creature(s) (i.e. clothing, facial structure, key features of the target) but all retain the basic stat block of a Thrall of Panic. As such, frightening a giant and summoning skeletons that are the same size and build does not grant them the giant stat block, and so on.
The undead act immediately after being summoned, attacking the nearest creature affected by Inspire Panic. If a creature would die before an undead is able to attack, it uses as much movement as possible to reach another creature affected and attack it. If no suitable targets exist, the undead return to the grave.
When the creatures affected by Inspire Panic die or leave a radius of 300 feet, you lose control of your summoned undead. They become hostile to all non-undead creatures within 300 ft of their casting, and will attack every turn possible.
Summoned Thralls of Panic dissolve after performing one attack.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Thrall of Panic
AC: 10
HP: 4
Speed: 25 feet
Actions:
Hateful Swipe: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (2d4 bludgeoning damage)
Inspire Mania
At 6th level, you understand the methods by which death affects those close to a creature and can twist the cold knife of shock and mourning deeper into your targets, decreasing their efficiency in combat.
When a creature you can see that is actively violent to you or a creature friendly to you dies, you may expend a bardic inspiration die to make a mass intimidation attempt. All affected creatures must succeed on a Wisdom Saving throw (DC = your Intimidation modifier + 8). On a success, they are unaffected. On a fail, they suffer from the following:
Attacks made against you or creatures friendly to you have disadvantage.
If another creature friendly to those hostile to you dies, all creatures friendly to it suffer 3d6 psychic damage.
At 14th level, this damage is increased to 6d6.
You may use this feature once every short or long rest.
Inspire Hopelessness
At 14th level, you gain the ability to enact a dark performance of evil evocation and draw upon the worst fears and nightmares of your enemies.
As an action, you begin using an instrument you are proficient in to begin the Dread Performance, which lasts a number of rounds equal to double your charisma modifier (minimum of 2, maximum of 10) and has a radius of 60 feet. All creatures (including those friendly to you) in the radius that can hear you must make a Wisdom Saving throw against your Intimidation modifier + 8.
On a fail saving throw, target creature is incapacitated for the duration. Any affected creature may attempt the saving throw again on the end of its turn (with if it was damaged by an attack since its last turn, with disadvantage if you have frightened it by use of Inspire Fear) to end the affect and become immune to Dread Performance for the next 24 hours.
Any creature that enters Dread Performance willingly and succeeds on the check becomes Emboldened by Virtue, making it immune to Spells and Abilities that inflict Frightened or Incapacitated by mental means.
The incapacitated creature is subjected to images and thoughts of it's deepest fears, driving it to the depths of madness. The amount of time it spends under the influence of Dread Performance determines the effect of this ability.
2 Rounds: Affected creature takes psychic damage equal to 3d8 + your Charisma Modifier.
4 Rounds: Affected creature takes psychic damage equal to 4d8 + your Charisma Modifier. 1d4 undead (using the Inspire Panic statblock) appear in an empty space as close as possible to affected creature every 2 rounds, only moving and using actions to stay within range of affected creature and attack it.
6 Rounds: Affected creature takes psychic damage equal to 5d8 + your Charisma Modifier. Affected creature becomes permanently scarred by the performance, and will always act as if under the Frightened condition in regards to you and creatures you associate with. This is treated as a form of madness and can only be undone by use of the Greater Restoration Spell.
8 Rounds: Affected creature takes psychic damage equal to 6d6 + your Charisma Modifier. Affected creature must succeed on a Wisdom Saving throw (DC = Your Intimidation modifier + 8) or become incapacitated for a number of rounds equal to a roll of your bardic inspiration die.
10 Rounds: Affected creature takes 10d10 points of psychic damage and falls unconscious if it has taken at least 60 damage as a result of Dread Performance. If it dies as a result of either of this effect, it rises as a permanent Hallowed Thrall under your command with the following stat block:
Hallowed Thrall
AC: 10
HP: 30
Speed: 30 feet
Actions:
Vassal's Claw: Melee weapon attack:
+4 to hit, range 5 ft., one target. Hit: 14 (2d8+4 bludgeoning damage)
Once you use this feature, you can’t use it again until you finish a long rest.
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