Base Class: Bard
A guise of madness is enough to protect you from most any threats, bot external and internal. The crazed bards who enter the College of Madness are on a path to embrace the voices in their heads as apposed to living in the constant turmoil caused by them, and whether these voices are listened to or not, the College of Madness leaves little to be desired by the Jesters, Jokers, Clowns and Fools who join.
Fool's Banter
Upon joining the College of Madness, you learn the ways of fools. Through the clever use of rhymes and song you are able to entrance and captivate an audience.
Starting at 3rd level, you may expend one or more of your bardic inspiration dice as an action, to attempt to entrance one individual (per dice expended) for up to 10 minutes. The target(s) must make a Wisdom Saving Throw against your spell save DC. If a target succeeds, the suffer no effects. If the target(s) fails to make their save, they are affected as if effected by the Enthrall Spell.
Additionally, as you gain levels in this class, the number of targets you can affect increases. At 5th level, you can affect two individuals per expended inspiration dice, three individuals at 10th level, and 4 individuals per dice at 15th level.
Jester's Tongue
The College of Madness bard is a master of insults, crafting slanderous phrases that are not only insulting, but that are also accurate. At 3rd level, you learn the Vicious Mockery cantrip if you do not already know it. Vicious Mockery does not count against your cantrips known, and now, when you cast this cantrip, the targets’ successful saving throws do not negate this cantrip’s damage, only the added effect.
Madness in Action
The voices within often offer instruction that seems useful for the moment. Starting at 6th level, you may listen to these voices and gain a unique action, bonus action, or reaction one time per turn. At the beginning of your turn, you may roll on the Madness Table (Roll 2D12). If you roll on the table, you must perform that action, bonus action, or reaction if possible. If it is not possible, you act normally.
Madness Table
|
-- |
NA |
9 |
Cast any spell of 2nd level or lower as a bonus action |
17 |
Cast a spell that normally has one target. Target two instead. |
|
2 |
As an action, attack the nearest target with two melee attacks |
10 |
When you take damage, move up to half your movement and hide behind and ally. This doesn’t provoke opportunity attacks |
18 |
For one turn your move speed is doubled. |
|
3 |
As a bonus action, disengage |
11 |
Make no action this turn |
19 |
Fall Prone after taking damage from a ranged attack. |
|
4 |
As a reaction, when an ally takes damage, use your strongest damaging spell, targeted on the attacker of your ally |
12 |
Make no bonus action this turn |
20 |
Cast a damaging spell, it deals max damage to all targets |
|
5 |
Take a second action |
13 |
Make no reaction this turn |
21 |
Take the dodge action as a bonus action |
|
6 |
Take a second bonus action |
14 |
Act normally |
22 |
Upon taking damage, you may attack your attacker |
|
7 |
Take a second reaction |
15 |
Act normally |
23 |
As an action make three melee attacks, or two ranged attacks, against a target of your choice |
|
8 |
When you make a melee attack, take a second attack against the same target |
16 |
Act normally |
24 |
Cast any spell as a bonus action |
Madness Enacted
From the extensive exposure that you have had with various types of enemies, you have acquired a greater ability to mess with the minds of even the fiercest opponents.
Starting at 14th level, you are now able to cast spells that alter the psyche of others with much more ease. The following spells may now be cast as a bonus action: Tasha’s Hideous Laughter, Dissonant Whispers, Crown of Madness, and Phantasmal Force.
Comments