Base Class: Bard
Bards of the College of Dreams use their magic to calm their allies and lull their foes to sleep to haunt them with horrible nightmares. Members of the College of Dreams typically are of gentle nature but can be horrifying foes if provoked, either because of their spells or their control over dreams.
Level 3: Song of Rest
You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra hit points equal to one roll of your bardic inspiration die.
Level 3: Induce Sleep
As a magic action, you can expend a bardic inspiration die to send creatures within 20 feet of a point you can see within 90 feet of yourself into a magical slumber. To determine how many hit points of creatures this can affect, roll your bardic inspiration die five times.
Starting with the creature that has the lowest current hit points, each creature affected by this feature falls unconscious for one minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this feature.
When you determine the amount of hit points this feature can affect, you can expend additional bardic inspiration dice to increase the amount of hit points affacted by 2 rolls of your bardic inspiration die per additional die expended.
Level 6: Haunt Dreams
When an unconscious creature starts its turn within 30 feet of yourself, you can deal psychic damage equal to two rolls of your bardic inspiration die to the creature and cause it to be frightened of you until the end of its next turn. The first time you deal this damage to a creature within a 24-hour intervall, this damage doesn't cause it to wake up.
Level 14: Haunting Rest
Whenever you start a long rest, you can cast Dream without expending a spell slot. When you do so, you act as the spells messenger, you can continue your rest while in the spells trance, and the Spells damage is increased by 6d6. Once you cast the Spell in this way, you can't do so again until you finish a long rest.
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