Base Class: Bard
A Bard’s life was never supposed to be an easy one, and for some, it surely wasn’t. The College of Emptiness emphasizes the loneliness and injustice that makes us mortal, and seeks answers for how to truly live and inspire others despite the vast division amongst ourselves.
Hollow Stare
You are accustomed to the world’s unfairness, and you can inflict your melancholy upon others. At level 3, as an action, you can force one creature that can see your eyes to make a Wisdom saving throw against your spell save DC, or be stunned until the end of your next turn or until it takes damage. If the creature succeeds on its check, it is immune to your Hollow Stare for 24 hours. This ability is usable a number of times equal to your proficiency bonus, and you regain expended uses on a long rest.
Unsettling
Something about you makes you frightening to others. At level 3, you gain advantage on Intimidation checks.
The Mind is a Prison
At level 6, your disturbed mental state gives you a certain edge against those who wish to undermine you. You gain resistance to psychic damage, and whenever damage is dealt to you, you may use your reaction to roll a Bardic Inspiration die. An amount of non-reducible psychic damage is dealt back to the original attacker equal to the number rolled on the die.
Broken Lament
You release a cry of pure pain. At level 14, as an action, all creatures able to hear you within a radius of 20 feet must make a Wisdom saving throw against your spell save DC. If they succeed, nothing happens. If they fail, they must roll a d6 and consult the Broken Lament table. You can choose for a number of creatures equal to your Charisma modifier (minimum 1) to be immune from the effects. This ability is usable once per long rest.
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Number rolled |
Effect |
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1 |
The target is reduced to tears and becomes prone for 3 rounds or until it takes damage. |
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2 |
The strain becomes too much and the target falls unconscious, though not reduced to 0 hit points. |
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3 |
The target is won over by your emotional display and becomes charmed by you for 1 minute. As usual, you cannot cause any charmed creatures to harm itself either directly or indirectly. |
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4 |
The target becomes paralyzed for 1 round. |
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5 |
The target becomes frightened of you for 2 rounds and attempts to run away from you and your allies. |
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6 |
The target takes 6d10 psychic damage. |
Previous Versions
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2/8/2024 9:56:56 PM
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Coming Soon
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