Base Class: Bard
Bards of the College of Rhyme know that words hold power. Wielding magical microphones, they create rhymes attack their opponent's minds, turning words into their weapons. College of Rhyme bards can often be found using their words to enact change in the world, whether it is for good, evil, law, or chaos.
Hypnosis Microphone
When you join the College of Rhyme at 3rd level, you gain a hypnosis microphone. This magic item can take the form of a handheld object, a staff-like object, or a piece of worn jewelry. Otherwise, the microphone takes any appearance you choose. Only you are able to use your hypnosis microphone, and while it is worn or wielding you gain the following benefits:
- When you speak into the microphone, your voice becomes three times louder.
- You know the vicious mockery cantrip if you do not already.
- When you cast vicious mockery, the damage die is equal to your bardic inspiration die.
- When you roll for damage using vicious mockery, you may expend a bardic inspiration die and add the number rolled to the damage.
If your hypnosis microphone is lost or destroyed, you can create a new one. After a short or long rest, you can touch a wand, staff, or piece of jewelry and turn it into a hypnosis microphone. You may only have one hypnosis microphone at a time, and creating a new one will render your previous one mundane.
Amplified Words
At 6th level, your ability to wield a hypnosis microphone is enhanced. When you cast vicious mockery while using a hypnosis microphone, a set of huge, spectral speakers appear behind you, taking an appearance you choose. Additionally, when you cast vicious mockery you can expend a spell slot of 1st level or higher. When you do, you may select a total number of targets, and add additional damage dice equal to the level of the spell slot expended.
True Hypnosis Microphone
At 14th level, you have developed your hypnosis microphone into perfect form. As an action, you spit a string of magically enchanted words through your microphone targeting a creature within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it is immune to being charmed, cannot hear you, or does not share a language with you.
If the target fails its saving throw, it is hypnotized by your words. You can either convince the creature that one fact is true or render the creature unconscious for a number of days equal to your charisma modifier. If you choose the first option, no matter what you make the creature believe, it will not harm itself or act in a way that is against its core beliefs. If you render the creature unconscious, it will remain unconscious until the duration is complete or if you or an ally damages or targets the creature with another harmful effect.
Using this ability has a negative effect on you. You take 8d10 psychic damage that cannot be reduced in any way, and you gain a level of exhaustion.
Once you use this feature, you can't use it again until you finish a long rest.
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Posted Jan 5, 2021This subclass is based on the multimedia project Hypnosis Microphone! I would love any feedback or suggestions. Right now it's based on vicious mockery and enhancing it to turn it into a staple like eldritch blast. I am thinking of possibly adding a flavor ability in there, but I am still thinking about that.