Bard
Base Class: Bard

In the deepest recesses of the darkest tunnels and at the ends of the endless plains, you can hear whispers about bizarre circuses. Led by powerful vampires, these strange bards seem to appear where there are no more crowds. Ruins, remains and fallen kingdoms, these artists can only be found on the brink of the fall of civilization. The machinations of the Dark Carnival are unknown, and only the feverish guesses of those familiar with the tale give any insight. Some creatures are looking for these corpses. Some even chase these stories in lost volumes and tales. For a bard who is attracted to the Nightmare Troupe, this power can be… seductive.

Terrifying Crown

When you join the College of Nightmares at level 3, you gain the ability to cast the spell Crown of Madness without expending a spell slot. In addition, once the spell ends or the target succeeds on a save against the effect, the target involuntarily moves at least half its speed away from you, and cannot be targeted again with this feature for the duration of this encounter.

 

Additionally you can choose spells from warlock spell table as well.

Nightmare Magic

At 3rd level, and at subsequent levels, the following spells are added to the Bard list. These spells are treated as Bard spells for the purpose of casting, even if they aren’t on the Bard spell list. You also learn either the Chill Touch or Firebolt cantrip (your choice, this does not count against your cantrips known). When you gain this feature, you may replace one additional spell for this level, provided the additional spell is on the list below.

Bard Level Spells Learned
3 Burning Hands, Arms of Hadar, Darkness, Flaming Sphere
5 Melf's Minute Meteors, Vampiric Touch
7 Blight, Wall of Fire
9 Danse Macabre, Immolation

Nightmare Heart

At 6th level, you are able to wield the power of the Nightmare Heart. As a bonus action, you can target an enemy with 60ft of you. You make an Intimidation check against the enemy creature’s WIS saving throw. On a failure, the enemy creature becomes Frightened of you, and its movement is reduced to 0. This effect lasts until the end of your next turn. You can use this feature a number of times equal to your PB, regaining all uses after completing a long rest.

Nightmare Companion

At 14th level, you can call the spirit of Nightmare Essence to your side. As an action, you can cast the Summon Fiend spell (TCE) without the need for material components. Other requirements, such as casting time, still apply. You must select Devil. The summoned creature has advantage against being forcibly removed from this plane (such as with a Banish spell). The spell does not require concentration and the summoned creature stays until it is dismissed or either you or it die. You cannot cast another conjuration spell that requires concentration until the creature is dismissed or dies. Once you use this feature, you cannot do so again until you complete a long rest.

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4/30/2022 7:21:48 PM
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