Base Class: Bard
Bards of the College of Horror are remarkably different from all other colleges. They are not the wonderful, cheerful, beautiful bards that people are used to, but rather they are somber, unsettling and sometimes downright ugly creatures. Their charisma is more about shocking and intimidating people than charming them. It's hard to describe a bard of the College of Horror, but when one enters a tavern and as the music stops everyone stops what they are doing to nervously look at the newcomer, you know what they are all about. While they enjoy collecting songs and war stories, they especially revel in the acquisition of scary tales, ghost stories and creepy ballads. They are not inherently evil, they simply enjoy causing goose bumps and trepidation within a crowd.
While most other bards are not big fans of these scary people, other colleges don't particularly despise the College of Horror in the same way that they hate the College of Whispers. Horror bards do not hide who they are, they boast their abilities and are honest about their path, leaving the reputation of other colleges to be more or less unaffected.
Scary Facade
When you join the College of Horror at 3rd level, you gain proficiency with intimidation checks.
You also gain the ability to temporarily change your physical attributes, adding features that are hard to look at, such as deformities or massive scars. Your voice becomes unsettling, as it is either grating, raspy, booming or else, making you sound threatening in most conversation. People aren't inclined to make business with you, although they fear what you might do if they refuse your demands.
As a bonus action, you activate your scary facade, gaining advantage on all Charisma (intimidation) checks and disadvantage on all Charisma (persuasion) checks for one minute. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Frightening Melody
Also at 3rd level, you learn how to infuse your arcane music with horror. When a creature that has a Bardic Inspiration die from you makes a melee weapon attack, a grapple check or a skill check targeting another creature, they can use the Bardic Inspiration die to force the targeted creature to make a wisdom saving throw against your spell save DC or be frightened of the inspired creature for a number of rounds equal to your charisma modifier.
Dreadful Performance
At 6th level, you learn to become the center of attention using your supernatural ability to cause fear and anxiety. As an action, you can initiate a creepy performance, which can be a particularly spooky story, a disgusting display of body horror or simply an intimidating speech, which attracts the attention of everyone around you for up to 1 minute. Any number of creature you choose within 60 feet have to make a Wisdom saving throw against your spell save DC or become paralyzed and frightened for as long as the display lasts. If one of the affected creature takes damage before the end of the performance, it is no longer paralyzed (although it stays frightened).
Once you've used this feature, you can't use it again until you finish a long rest
Master of Terror
Starting at 14th level, people are simply terrified of you. You can use your action to attempt to terrify a creature within 60 feet that can either see or hear you. The creature must do a Wisdom saving throw against your spell save DC, becoming frightened of you on a failure, for as long as they can see you and you are within 120 feet.
Once a creature succeed against this ability, they become immune to it for the next 24 hours.
On your turn, you may also choose to end any fear effect that you voluntarily caused on another creature.
Previous Versions
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3/8/2019 8:15:09 PM
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4/10/2019 5:36:50 AM
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May be better balanced to replace the paralysis with stunned, but even then it's very strong, they need a way to break free besides taking damage. The ability to mass frighten, not affecting allies is already good without also disabling your foes, letting you take them out one at a time as only the damaged ones will break free AND the ones still paralyzed can be auto-crit. Pairing this with anyone who can inflict burst damage with an attack crit: rogues, paladins, anyone with inflict wounds, chromatic orb etc, can be devastating.
There's also no mention of how a dreadful performance might be interrupted.
In other words, half of the foes are now stuck in place, watching you cut down first the ones who saved, then ganging up and hitting the frozen ones, one at a time with massive auto-crits.
Lovely idea and certainly horrifying but it's way too much.
Perhaps it should also use concentration.
With all three changes: stun not para, roll to overcome the stun each turn, and concentration, would still be a strong feature.
This is gonna go great with my Warlock :)
This would work well with a Paladin Oath of Conquest character...