Bard
Base Class: Bard

You have studied the eldritch knowledge and culture of otherworldly beings beyond comprehension, blending their practices into your obscene performances. Whether they are from the manic dancing of faeries from the Unseelie Court, alien hyms of the Far Realms, or uncovered poems from the Underdark that should never be recited, you destroy the minds of those that bear audience to you.

Although many souls have not been touched by the beauty of the beyond, you find dreaded ectsacy in it. Your mind also may have been irreparably warped from exposure of these insane arts; struggling to re-enter the normalcy of the Material Plane.

Numbing Performance

3rd-level feature

Your performance is incomprehensible to the average mortal mind, desecrating the psyche of those that witness it.

If you perform for at least a minute, you can attempt to invoke mind-numbing fog in the mind in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on all Intelligence, Wisdom, and Charisma ability checks for an hour.

You can use this feature a number of times equal to your proficiency bonus. Once you have expended all your uses, you can’t use it again until you finish a long rest.

Psychic Mockery

3rd-level feature

You know the vicious mockery spell if you don't already know it. You can cast the spell as a bonus action. You also add your Charisma modifier to the spell's damage.

Psionic Hunger

6th-level feature

Your experience with the unnameable has made you crave for the sanity that you have lost but it also grants you the ability to feed on the fresh minds of others beings. You gain the following features:

  • Detect Sentience. You can use your action to sense the presence and location of any creature within 60 feet of you that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. You also know whether or not that creature can cast spells (whether or not they use normal spellcasting, pact magic, or innate spellcasting) and at what level of spell slots they have.
  • Devour Intellect. Additionally, when you cause a creature to lose concentration on a spell or lose its spell through a counterspell, you gain temporary hit points equal to the spell's level. When you do so, you gain a day's worth of nourishment.

You can only use each of these features once a day, and you can't use them again until you finish a long rest.

The Rot Consumes

14th-level feature

You flash obscene images and sounds into a creature’s senses, destroying its mind. As an action, choose a creature you can see within 30 feet that can see or hear you. It must make an Intelligence saving throw or the creature’s Intelligence, Wisdom, and Charisma score become 1 for 1 minute. On a success, the creature takes 8d6 psychic damage instead. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature also loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the effect ends.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Each time the target takes damage, it can repeat the saving throw using its original Intelligence modifier, ending the effect on itself on a success.

Once you have used this feature, you can’t use it again until you finish a long rest.

College Of The Rot Image

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