Bard
Base Class: Bard

Bards of the College of Paralysis do not sing to inspire—they resonate to dominate. These bards are trained in arcane acoustics, forbidden psychoacoustics, or monastic disciplines that treat the body as a musical instrument to still. Through precisely tuned vibrations and subsonic resonance, they break the harmony of mind and muscle alike.

Resonant Disruption

Your voice carries subsonic frequencies that interfere with the nervous systems of creatures. When you use your Bardic Inspiration on a creature (friend or foe), you can choose to impose one of the following effects instead of the usual bonus:

  • Numbness: The target’s speed is reduced by 10 feet and it cannot take reactions until the start of your next turn.

  • Muscle Seizure: The target has disadvantage on Dexterity saving throws and the next Dexterity-based check it makes before the start of your next turn.

  • Dissonant Feedback: If the target casts a spell before the start of your next turn, it must make a Constitution saving throw against your spell save DC. On a failure, the spell fails and the action is wasted (but the spell slot is not lost).

  • Sensory Warp : The target has disadvantage on its next attack roll or saving throw due to auditory hallucinations induced by the disruptive frequency.

You can use this feature a number of times equal to your Charisma modifier per long rest, or by expending a Bardic Inspiration die.

Echoing Stasis

When you hit a creature with a Bard spell that deals thunder or psychic damage, you can force it to make a Constitution saving throw against your spell save DC.

  • On a failure, the target is paralyzed until the start of your next turn.

  • On a success, its speed is halved and it has disadvantage on concentration checks until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus per long rest. You may also expend a Bardic Inspiration die to use it again; if you do so against a creature already affected in the past 10 minutes, it has advantage on the save.

Perfect Stillness

You can harmonize with a creature’s frequency to induce deeper states of stillness:

  • Suppress Voice (Action): Choose a creature within 30 feet that can hear you. It must make a Charisma saving throw. On a failure, it is mute until the end of its next long rest, unable to speak or cast spells with verbal components. The effect can also be ended with greater restoration, remove curse, or similar magic.

  • Induce Catatonia (1-minute ritual song): A creature that can hear you and is within 60 feet must make a Wisdom saving throw. On a failure, it becomes paralyzed for 10 minutes. It may repeat the save every minute, ending the effect on a success. The effect ends early if the creature takes damage or is forcibly moved.

Once you use one of these effects, you can’t use either again until you finish a long rest.

Harmonic Disintegration

You have mastered the ancient art of vibratory unbinding, using pure sonic energy to unravel the cohesion of a creature's being.

As an action, you unleash a devastating harmonic pulse in a 30-foot cone. Each creature in the area must make a Constitution saving throw against your spell save DC.

  • On a failed save, a creature takes 6d10 thunder or psychic damage (your choice), is paralyzed for 1 minute, and cannot maintain concentration. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.

  • On a successful save, a creature takes half damage and suffers no further effect.

Once you use this feature, you can’t use it again until you finish a long rest. You may expend a 9th-level spell slot to use it again.

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