Bard
Base Class: Bard

Department of Hidden Sequences holds secrets to the secrets of reality and it's rather mind shattering truths.

Inspiring Madness

At third level, you can use an action and spend a use of your Bardic Inspiration, to create an area of madness. You choose an area of 10 ft. and a number of creatures equal to your Charisma Modifier (minimum of 1). They must roll an Intelligence Saving Throw against spell save. If they fail roll your Bardic Inspiration and add the number rolled to your proficiency modifier, the creatures take that amount in psychic damage and are unable to take actions until your next turn.

Patterns of Madness

Also at 3rd level, you learn how to use the hidden sequences of magic to obscure yourself in strange nearly chaotic patterns. As a reaction when you are damages, you can instead teleport 60ft to an unoccupied space you can see, and avoid the damage as a result. You can use this a number of times equal to your Charisma Modifier (Minimum of 1).

This resets after each long rest.

Tendrils of Confusion

At 6th level, whenever some one uses your Bardic Inspiration, their next attack does an extra 1d6 of psychic damage plus your proficiency modifier. If the attack hits, the creature must succeed on an Int saving throw against your spell dc, or be stunned until your next turn.

Avatar of Insanity

Starting at 14th level, you become a conduit for the maddening inscrutable laws that make magic and science possible, you become immune to psychic damage and any attack that attempts to do psychic damage to you becomes reflected, choose a creature you can see and if it is in range of the attack, that creature takes the damage instead. You also no longer need to use your Bardic Inspiration for your Inspiring Madness, instead just roll 1d6, which you have access to equal to your Bard level.

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