Base Class: Bard
Bards who follow this college diverge onto two paths, repairing the mind and shattering it
Mental Soothing- At 3rd level gain the ability to fortify peoples minds, as a bonus action choose a number of creatures up to your proficiency bonus within 30 feet, each creature gains 2 of your bardic inspiration dice of temp hp and while a creature has this temp hp they have resistance to psychic damage and advantage on saving throws against being charmed and frightened, you can use this feature a number of times equal to your charisma modifier.
Exploit Fear- At 3rd level gain the ability to exploit peoples trauma, as an action expend a bardic inspiration to choose a creature within 60 feet, they make a WIS save against your DC, if they fail they gain the fragile mind condition, creatures with the fragile mind condition lose resistance and immunity to psychic damage or gain vulnerability to psychic damage if they had no resistances or immunities against psychic damage, they also have disadvantage on WIS, CHA, and INT saves, this effect lasts a minute and the creature repeats the save at the end of their turn
Mind Adept- At 6th level choose to learn how to better harm or heal the mind as you have become an adept at both, if you choose heal gain "Reinforced Mind", if you choose harm gain "Memory Absorption"
Reinforced Mind- gain resistance to psychic damage and immunity to frightened and charmed
Memory Absorption- As an action expend a bardic inspiration to touch a creature, they make a WIS save and if they fail you absorb a memory that has been made within a week, at the end of their turn they repeat the WIS save and if they pass this effect ends and they get the memory back. While you have a memory absorbed they gain a roll of your bardic inspiration die worth of temp hp at the end of your turn
Mind Master- At 14th level choose to master how to harm or heal the mind, if you choose heal gain "Mental Recovery" if you choose harm gain "Mind Eradication"
Mental Recovery- Once per long rest as an action all creatures of your choice within 60 feet heal equal to triple your bard level and gain the non healing properties of a short rest
Mind Eradication- A number of times equal to your proficency bonus as an action a creature within 60 feet must make a WIS save, on a fail they take 8d6 psychic damage and roll a d10 for a negative effect, at the end of each of their turns they must repeat the WIS save, if they pass the effects end, if they fail they takes 4d6 psychic damage, this effect ends after a minute
1- The character is paralyzed
2- The character begins babbling and is incapable of normal speech or spellcasting
3- The character must use his or her action each round to attack the nearest creature
4- The character experiences vivid hallucinations and has disadvantage on ability checks
5- The character is stunned
6- The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity
7- The character suffers from partial amnesia. The character knows who they are and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect
8- Whenever the character takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though they failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute
9- The character does whatever anyone tells them to do that isn't obviously self-destructive
10- The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear
Mental Soothing
as a bonus action choose a number of creatures up to your proficiency bonus within 30 feet, each creature gains 2 of your bardic inspiration dice of temp hp and while a creature has this temp hp they have resistance to psychic damage and advantage on saving throws against being charmed and frightened, you can use this feature a number of times equal to your charisma modifier.
Exploit Fear
Exploit Fear- At 3rd level gain the ability to exploit peoples trauma, as an action expend a bardic inspiration to choose a creature within 60 feet, they make a WIS save against your DC, if they fail they gain the fragile mind condition, creatures with the fragile mind condition lose resistance and immunity to psychic damage or gain vulnerability to psychic damage if they had no resistances or immunities against psychic damage, they also have disadvantage on WIS, CHA, and INT saves, this effect lasts a minute and the creature repeats the save at the end of their turn
Mind Adept
Mind Adept- At 6th level choose to learn how to better harm or heal the mind as you have become an adept at both, if you choose heal gain "Reinforced Mind", if you choose harm gain "Memory Absorption"
Reinforced Mind- gain resistance to psychic damage and immunity to frightened and charmed
Memory Absorption- As an action expend a bardic inspiration to touch a creature, they make a WIS save and if they fail you absorb a memory that has been made within a week, at the end of their turn they repeat the WIS save and if they pass this effect ends and they get the memory back. While you have a memory absorbed they gain a roll of your bardic inspiration die worth of temp hp at the end of your turn
Memory Absorption
Memory Absorption- As an action expend a bardic inspiration to touch a creature, they make a WIS save and if they fail you absorb a memory that has been made within a week, at the end of their turn they repeat the WIS save and if they pass this effect ends and they get the memory back. While you have a memory absorbed they gain a roll of your bardic inspiration die worth of temp hp at the end of your turn
Reinforced Mind
gain resistance to psychic damage and immunity to frightened and charmed
Mind Master
Mind Master- At 14th level choose to master how to harm or heal the mind, if you choose heal gain "Mental Recovery" if you choose harm gain "Mind Eradication"
Mental Recovery- Once per long rest as an action all creatures of your choice within 60 feet heal equal to triple your bard level and gain the non healing properties of a short rest
Mind Eradication- A number of times equal to your proficiency bonus as an action a creature within 60 feet must make a WIS save, on a fail they take 8d6 psychic damage and roll a d10 for a negative effect, at the end of each of their turns they must repeat the WIS save, if they pass the effects end, if they fail they takes 4d6 psychic damage, this effect ends after a minute
Mental Recovery
Once per long rest as an action all creatures of your choice within 60 feet heal equal to triple your bard level and gain the non healing properties of a short rest
Mind Eradication
A number of times equal to your proficency bonus as an action a creature within 60 feet must make a WIS save, on a fail they take 8d6 psychic damage and roll a d10 for a negative effect, at the end of each of their turns they must repeat the WIS save, if they pass the effects end, if they fail they takes 4d6 psychic damage, this effect ends after a minute
1- The character is paralyzed
2- The character begins babbling and is incapable of normal speech or spellcasting
3- The character must use his or her action each round to attack the nearest creature
4- The character experiences vivid hallucinations and has disadvantage on ability checks
5- The character is stunned
6- The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity
7- The character suffers from partial amnesia. The character knows who they are and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect
8- Whenever the character takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though they failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute
9- The character does whatever anyone tells them to do that isn't obviously self-destructive
10- The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear
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