Bard
Base Class: Bard

In the before times when the world relied on information through song and speech, one class of bards rose above the others. The College of Stupor is the home of bards who use the power of sleep and dreams to tell stories of history. These bards use the power one's own imagination to craft reality through magic, using their superior minds to create grand illusions of trust, or fear, should the opportunity arise. 

Nightmares and Daydreams

3rd-level College of Stupor feature

When you reach 3rd level, you gain the ability to induce daydreams and nightmares to those who are still wandering and awake. After a rest, you can choose either Nightmares or Daydreams for a time. When you do, you gain an array of abilities until you finish the next short rest, where you may choose to switch your nightmares for daydreams or vice versa. Using the action for either Nightmares or Daydreams carries over to its counterpart, and the use is gone for both choices when one is chosen until the next long rest.

Daydreams

When you choose Daydreams, you gain the following benefits:

Whenever a creature within 30 feet of you would make a save against being put to sleep or magically moved, you may use a Bardic Inspiration as a reaction to add to the save.

As an action, you can choose for a creature within 30 feet of you to make a wisdom saving throw equal to your spell DC. On a fail, the creature is charmed by you for one minute and can make wisdom saving throw at the end of each of its turns to end the effect early. You may use this ability a number of times equal to your charisma modifier (a minimum of one). You regain all uses after you finish a long rest.

As a bonus action, you can touch a creature to imbue a beautiful daydream within them. At the beginning of their turn, they heal an amount of health equal to a bardic inspiration die plus your charisma modifier. This ability acts as a concentration spell and cannot be used again until after taking a long rest.

Nightmares

When you choose Nightmares, you gain the following benefits:

Whenever a creature within 30 feet of you would roll a save to be charmed or frightened, you may use a Bardic Inspiration die as a reaction to add to the save.

As an action, you can choose for a creature within 30 feet of you to make a wisdom saving throw equal to your spell DC. On a fail, the creature is frightened of you for one minute and can make wisdom saving throw at the end of each of its turns to end the effect early. You may use this ability a number of times equal to your charisma modifier (a minimum of one). You regain all uses after you finish a long rest.

As a bonus action, you can touch a creature to imbue an unknown nightmare into their attacks. Whenever that creature makes a successful attack, they add an additional amount of psychic damage equal to your bardic inspiration die. This ability acts as a concentration spell and cannot be used again until after taking a long rest.

Additional Spells

Once you reach level 3, you gain an additional spell, which increases to new spells as your level increases. You can use each of these spells once without expending a spell slot. Once you use this ability, you cannot use it again until after a long rest.

Level 3 - Detect Thoughts

Level 5 - Major Image 

Level 7 - Hallucinatory Terrain

Subtle Movement

At 3rd level, you gain the ability to slightly alter creature's minds. You may force a creature to make a charisma saving throw. On a fail, you may add or erase one memory the creature has from no longer than 24 hours ago. Once you use this ability, you cannot use it again until after a long rest.

Mind Connection

At 6th level, you gain the ability to enter a creature's mind, forcing it to meet you in a pocket dimension within your mind. During this time, you and the creature are stunned in the real world and are vulnerable to all damage while in this state. You also goad creatures who are within 10 feet of you. In the mind dimension, you and the creature take turns as normal, and take damage as normal. If either creature is brought to 0 hp at any point, both you and the creature are returned to the material plane with your current hit points. A creature brought to the mind dimension this way can make a wisdom saving throw at the end of each of its turns to end this effect early.

Dreamwalker

6th-level College of Stupor feature

When you reach 6th level, you gain the ability traverse yourself through dreams both in and out of dire situations. While out of combat, you may spend one hour to ritually create a bridge into the mind of a sleeping creature. During this time you may alter the dream in any way you wish, creating events and illusions completely under your control, along with viewing memories and thoughts. While in this form, you may force your target to make a wisdom saving throw. On a fail, the creature stays asleep for up to an additional 24 hours. Once you use this ability, you cannot do so again until after a long rest.

Also while in combat, you may force a creature within 30 feet to make a charisma saving throw. On a fail, you delve into the creature's mind, creating illusions around the creature. During this time, the creature receives an exhaustion point and is incapacitated for one minute. At the end of each of its turns, it may make another charisma saving throw to end the effect early. You may use this ability twice per day, and regain all uses after a long rest.

 

Create Dream

At 14th level, you gain the ability to make dreams into a reality. As an action, you can create a Dreamwraithe (found in the monster manual) and take control of it for up to 8 hours. Once you use this ability, you cannot use it again until after you take a long rest.

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