Base Class: Bard
What some would call a College, you would call an Asylum. The journey for anyone who has 'graduated' these halls has been a long and lonely road of self discovery. Whether trapped in their own mind or many minds trapped within one, this is where some go for healing and relief, or where some go to be kept for the safety of the outer world. Either way, the bards that leave are often only aspects of what they were when they entered.
Blessing of Insanity
3rd-level College of Insanity feature
Your mind is fractured, but within this illness is the creation of success. When you make a Charisma (Persuasion), (Deception) or (Intimidation) check and your roll is lower than your max possible roll of your Bardic Inspiration dice, use that max possible number (8 at 5th level, 10 at 10th level, and 12 at 15th level) instead of what was rolled.
Gone Mad
3rd-level College of Insanity feature
Your mental state becomes an aura that surrounds you, letting others feel the pain trapped inside your mind. As a bonus action, you can emit a 10ft aura centered on yourself. Each creature that enters the aura or starts their turn in it must make a Charisma saving throw against your spell save DC, a creature may repeat this save at the end of each of their turns. Any creature you choose that fails their save takes Psychic damage equal to two rolls of your Bardic Inspiration dice plus your Charisma modifier.
This ability can last as long as you have a Bardic Inspiration to spend at the beginning of your turn each round to keep it up. If you are out of Bardic Inspirations at the beginning of your turn the effect ends or you can choose to end it early.
Manic Inspiration
6th-level College of Insanity feature
Your inspiration takes root in the mind of another, spiking anxiety and making them want to succeed at a task even more in order to get out of that situation. You feed off of this shared torment. When a creature adds one of your Bardic Inspiration die to an ability check, attack roll, or saving throw and rolls a 1-2 they can reroll but must take the second roll. Additionally, that creature takes Psychic damage equal to the new roll and you regain a use of Bardic Inspiration.
At 10th level this increases to if the creature rolls a 1-3.
At 15th level this increases to if the creature rolls a 1-4.
Fractured Mind
6th-level College of Insanity feature
Your mind is so splintered that no one dare trespass within it. You gain advantage against being charmed or frightened and are resistant to Psychic damage. If you succeed against one of these effects, the user takes Psychic damage equal to two rolls of your Bardic Inspiration plus your Charisma modifier.
Deranged Psychosis
14th-level College of Insanity feature
You have reached a point of understanding with your mental state allowing you to fully tap into the well of chaos within. As a Bonus Action, a sphere of mental energy surges across the area centered from you in a 60 ft radius for 1 minute. Each creature you choose must make a Charisma save (DC equals 8 + max roll of Bardic inspiration + Charisma modifier). On a failed save the creature suffers the following effects:
- Your body from their perspective seems to shift from place to place leaving your intentions hard to read giving them disadvantage on all attack rolls made against you.
- You rend with your mental instability as it extends to every spell or weapon damage you deal on your turn adding extra Psychic damage equal to two rolls of your Bardic Inspiration dice.
- All allied creatures within the aura see the advantage of your mind breaking. They gain a two Bardic Inspiration dies that must be used by the end of the 1 minute duration on any attack roll, saving throw or ability check. If they are not used by the end of the 1 minute, or if they leave the aura before the time is up, they loose these Bardic Inspiration dice.
When this ability ends you take Psychic damage equal to three max rolls of your Bardic Inspiration die and are considered stunned for the next round. This ability can only be used once a day.
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