Base Class: Bard
The College of Devils is for bards who mastered their craft by making a deal with a devil or other similar powerful being. Not having to work to gain their skills, they are often overconfident and grandiose in their ways.
The bards of this college are rarely known as such. They most often keep their deals secret so as to preserve the admiration of the masses. Their deals allow them to charm and awe their followers, and also harness some darker powers that the devil grants. The bard will learn to harness the full extend of their powers as they grow in fame and fortune, but the devil will always get his due.
Haunting Melody
Beginning at 3rd level, you gain the ability to terrify your enemies with a haunting song from the nine hells.
As a bonus action, spend one use of Bardic Inspiration to force one creature that you can see within 30 feet to make a Wisdom saving throw against your spell save DC or take psychic damage equal to your Bardic Inspiration Die + your Charisma modifier and be frightened until the end of your next turn. While frightened in this way, the target has a speed of 0 ft.
Art of the Deal
Starting at 3rd level, you can rely on your deal to fuel your skill with your instruments.
Whenever you make a performance check, you can treat a d20 roll of 9 or lower as a 10.
Undying Flame
At 6th level, you gain the ability to draw power from your deal more directly.
You gain the ability to cast hellish rebuke and fireball. These spells count as Bard spells for you, and don't count towards the number of spells that you know.
Devil's Symphony
At 14th level, you have learned how to terrify and mentally wound your opponents with ease.
As an action, you can play an especially haunting melody, and allow the devilish influences in your music to come to full potency. Make a performance check, each creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC or take psychic damage equal to the total result of the performance check and be frightened for 1 minute. Creatures that succeed take half damage and are not frightened. Affected creatures must repeat the saving throw at the end of each of their turns, ending the effect on a success.
Once you use this feature, you can’t do so again until you finish a long rest.
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