Base Class: Bard
Those that follow this colleges teachings master the hypnotic motions and sounds of the wind-swept depths to break the minds and bodies of those around them with shifting dances and hushed words like a whisper along the breeze. These bards are seen as chaotic and manic by those that choose to observe their powers and seen as fascinating by cultists and dark powers for their influencing potential and magics.
Twisted Whispers
3rd-level College of Delirium feature
You have mastered the art of communication without being able to hear. You can telepathically speak to any creature you can see within 30 feet of you, any creature you speak to in this way hears you as a howling whisper like a blowing wind. You don't need to share a language with the creature for it to understand you, but they must be able to understand at least one language.
Tarnished Wisdom
3rd-level College of Delirium feature
Your exposure to the winds of madness and numbing tones of Harmonica have awakened your mind to the broken truth of the universe around you. Your understanding allows you to attempt to expose another creature the madness of the Multiverse to impair it's understandings. If a creature within 30 feet of you that you can see makes a Wisdom, Intelligence, or Charisma saving throw, you can expend a use of your bardic inspiration die to have that creature roll the dice and subtract that number from their total. You are also proficient in Wisdom saving throws and you gain proficiency in Persuasion and Deception if you aren't already.
Maddening Influence
6th-level College of Delirium feature
Your magic is tarnished with the madness of Pandemonium and seeks out minds to seize. When you cast a spell of 3rd level or higher that targets only one creature, you can attempt to charm or frighten them (your choice) until the end of your next turn. The target must succeed on a Wisdom saving throw against your spell save DC. The target is immune to this effect for 24 hours on a successful save or are Charmed or Frightened by you on a failed save. The creature can repeat the saving throw against this effect on it's subsequent turn, ending the effect on itself on a successful save.
You can use this feature a number of times equal to your Charisma modifier and you regain all uses after a long rest.
Winds of Madness
6th-level College of Delirium feature
Your body begins to disperse the influencing winds that roil within Pandemonium as an outward aura. As an action, you can become surrounded by strong winds out to 15 feet. This effect lasts for 1 minute. Any creature of your choice within this wind had disadvantage on attack rolls against you and ranged weapon attacks automatically miss if the attacker doesn't have advantage on the attack roll. If a creature starts its turn within the wind, they must succeed on a DC 10 Wisdom saving throw or suffer one level of Wind Madness for 24 hours. Have the creature roll on the Long-Term Madness table in the Dungeon Master's Guide, the effect lasts for 24 hours and cannot be cured early without a Greater restoration or Wish spell. This wind disperses gasses and effects such as the Fog Cloud and Stinking Cloud spells. Sound based spells cast within the winds have a 20% chance of failing and reach only half as far.
This aura increases to 30 feet at 14th level.
Once you use this feature, you can't use it again until you finish a long rest.
Enter Madness
14th-level College of Delirium feature
Your mastery over the minds of others reaches a new peak. When you attempt to charm or frighten another creature, you have advantage on the roll and the target has disadvantage on saving throws and skill checks made to resist you. You are also immune to being charmed or frightened by other creatures. As an action, you can attempt to assert control over the mind of another creature. The target must succeed on a DC 18 Wisdom saving throw or become charmed by you until the end of that creatures next turn. While charmed in this way you control what that creature does during it's turn and can see through its perspective as if they were your own, you are blinded and deafened while controlling the creature. You can have the target use any action it normally has unless it's a legendary or lair action and you can have it move as far as it's normal movement and type would allow. If your controlling would put the creature into clear danger that it wouldn't normally do, it may attempt another save to end this effect on itself and end it's turn. Undead and Constructs are immune to this feature.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 7th level or higher
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