Base Class: Bard
Bards of the College of Counsel are healers of theind and soul. Through their keen insight and knowledge of psychology, they can identify traumas, stresses, and insecurities in others that are causing distress. Words are their mwdicine of choice; the informed advice they offer leads others to life-altering epiphanies and guides them through their most difficult trials.
This subclass was designed by EzfiBuilds and found by my friend who wanted to use it for a campaign. The build was not currently on D&D Beyond, so I brewed it. Don't sue me, EzfiBuilds.
Psychoanalyst
Starting at 3d level, your understanding of the mind makes it easy to read people. When you make a Wisdom (Insight) check, you can treat a d20 roll of 7 or lower as a 8.
Reassuring Word
At 3 level, as a bonus action, you can spend a bardic inspiration die to offer words of encouragement to one creature within 60 feet of you that can see or hear you. Roll the bardic inspiration die, and give the target temporary hit points equal to the number rolled + your Charisma modifier (a minimum of 1 temporary hit point). The target also gains advantage on the next saving throw it makes against being charmed or frightened in the next minute. The temporary hit points last until you finish a short or long rest.
Personal Counsel
Additionally at 3 level, when you use your Song of Rest, you can choose to focus on one friendly creature instead of any that can hear you. If it expends hit dice and gains the normal benefit of your Song of Rest, it regains double the amount of hit points from your Song of Rest die, and is resistant to psychic damage until the end of your next short or long rest.
When you use this feature, you and creatures other than the target don't gain the benefits of your Song of Rest.
Mindfulness
Starting at 6th level, you know therapeutic techniques to help your allies deal with stress and stay focused. While you are conscious, you and creatures within 10 feet of you have advantage on Constitution saving throws to maintain concentration.
Stunning Breakthrough
At 14 level, as an action, you can target a creature within 30 feet of you who can hear you, and give it an realization about itself that may make it re-evaluate its life. This ability fails if the creature has an Intelligence of 3 or lower or does not share a language with you.
The creature makes a Wisdom saving throw against your spell save DC. On a failed save, it is charmed by you for 10 minutes or until you or your companions do anything harmful to it. Maintaining the charm requires concentration.
While it is charmed, it is incapacitated and indifferent to any conflict around it, and is focused entirely on sorting out its thoughts and emotions, with your help if you offer it. It is compelled to share its honest feelings with you, but it can withhold information not relevant to processing its emotions. If the creature remains charmed for the full duration, it may experience a permanent change to its personality, motivations, or alignment, at the discretion of the DM (or the player, if targeting a player character).
Once you use this ability, you can't use it again until you finish a long rest.
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