Bard
Base Class: Bard

A half-elf performer brings a rowdy heckler up onto stage. They take out a pendulum and begin the slowly move it back and forth in front of the patron. They go quiet, then, at the snap of the half-elf's fingers, begin to prance around the stage like a chicken, inciting raucous laughter across the floor. Meanwhile their rogue companion is taking advantage of the situation to cut the purses of many an audience member. 

A gnome moves around their party as the settle in for the night, telling them sweet stories to calm their slumber. A few nights later they sneak into the chambers of a lord and tell them horrible stories in a disarming monotone, giving him nightmares. 

Hypnosis is an incredibly powerful tool, in the hands of those who can use it. You have decided to pursue this college and the mystique it brings. Often connected with enchantment wizards, hypnosis is a much broader area that first thought.

Instrument of Hypnosis

At 3rd Level, you can use a pocketwatch, pendulum or other such device as your spellcasting focus

Concious Suggestion

Conscious Suggestion

At 3rd level you learn how to focus the mind onto a single dominant idea. When you use your bardic inspiration, you can use it in the following ways: 

Look into my eyes  you target one creature in 30ft and incite it to focus on you and nothing else. When you roll your bardic inspiration die, subtract the number  plus your proficiency bonus from the target's next attack roll before the end of your next turn

focus on the enemy  You give one ally Bardic Inspiration. Immediately after the creature uses the bardic inspiration on an attack roll, it can add it's STR or DEX modifier to the number rolled on the inspiration die.* [yes this would give double the mod e.g. (1d20+DEX+mod) + (1d6+DEX)]

you can relax You target a creature you are not in combat with. When you roll your bardic inspiration die the target must subtract that number from any charisma (persuasion) or charisma (deception) rolls you make within the next hour.

Sooth/Agitate

At 6th level you gain the ability to influence the sleep of others. Target a number of creatures up to your CHA modifer within 30ft of you. choose one of the following effects on each target: 

Sooth. You use calming rituals and gentle words to assist your allies. The target's sleep is restful and calming, giving them 2d8 temporary hitpoints and preventing any external forces from affecting their slumber. Additionally they regain all spell slots after the first half of their rest (4 hours for most creatures. 2 for elves etc.)

Agitate. You weave subtle horrors and evoke cruel dreams into the mind of a foe. The target can only regain spellslots up to 3rd level and only regain hitpoints up to half the maximum. They also have disadvantage on two saving throws of your choice for the next 24 hours.

Once you have used this feature you cannot use it again for 1d4 days

Ideo-dynamic control

You spend one minute with a target. They must succeed on a WIS save or carry out your verbal commands for the next hour. This can include but is not limited to: 

Hurting themselves or others, performing a foolish dance,  distracting a guard  or revealing their deepest secrets.

The creature will not enter combat with you, but can administer poisons or carry other items for you. 

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