Bard
Base Class: Bard

Many never though this day would come, the beginning of a new era, the era of dreams and nightmares. Ushering in a new world, the Silver Tongued God returns to take up the mantle of what Morpheus left behind. They are rumored to one day usurp the Throne of Dreams and relieve the burdens of the dreaming. She will either save or destroy this world. 

Nightmarish Blades

After awakening your innate powers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Empowered Speech

At 3rd level, you learn to infuse words with an insidious magic that can inspire terror, garner respect, or create beings beyond comprehension. 

Inspire Terror: If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

Garner Respect: Choosing to Garner Respect, you gain advantage on a roll of your choosing. It must be related to talking in some aspect. 

Tell a Story: You can elect to read from a written document, but be warned to pull something out of story one must send something back into that document. 

Once you use all expendable charges of this feature, you can’t use it again until you finish a short or long rest.

Mantle of The Spoken Word

At 6th level, you gain the ability to sculpt the spoken word rather than just writing. As an action you can alter speech from enemy creatures for 3 rounds. 

During these rounds, as a reaction you have the ability to alter a spell or effect that relies on speech. This can be used to target a different creature, change a rune from the spell or simply counter the ability. Once the effect is used, roll a d100, if your roll totals 65 or higher, your reaction works. 

The DC lowers at 10th level (60), 14th level (55), and again at 18th level (50). 

Once you use this mantle, you can't use it again until completing a long rest.

Nightmare Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s darkest nightmares. 

As an action, you magically whisper a phrase that only one creature of your choice within 60 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most terrifying nightmares, promising you'll make them a reality. 

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

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

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