Base Class: Bard
Everyone knows about the paragons of the arts, the composers of kingly ballads, the graceful dancers, or the captivating orators of the heroic epics. They sew the air with their creativity and magic, but what of those ancient songs of old gods? The tales told of the places between dreams? The babbling poetry of alien worlds? Where there is harmony, there is discordance, and it is your muse.
Twisted Mind
At 3rd level when you unlock the secrets of the College of Discordance, you become aware of things beyond this world. You learn to speak, read, and write Deepspeech and Undercommon. In addition you gain advantage on Charisma based skill checks when interacting with Aberrations.
Additionally you are aware of any attempt from a creature to read your mind, charm, or frighten you, even if you cannot see the creature. You can use your reaction to force the creature to make a Charisma saving throw against your spell save DC, on a failed save their attempt fails, and they take psychic damage equal to your Charisma modifier. If the attempt to read your mind, charm, or frighten you is from a spell or magical effect that requires a saving throw, you can use this reaction before making the saving throw. You can do this a number of times per day equal to your proficiency bonus, and regain all expended uses at the end of a long or short rest.
Maddening Notes
Also at 3rd level, your ability to inspire can also twist and break the minds of your audience. As a bonus action you can expend a Bardic Inspiration die, choosing a target within 60 feet that can hear you, when you do so choose one ability, the target has disadvantage on attack rolls, ability checks, and saving throws using that ability until the start of your next turn. During this time when the target fails an attack roll, ability check or saving throw using the chosen ability, they take psychic damage equal to the number rolled on the Bardic Inspiration die.
Other Worldly Orator
Beginning at 6th level, the untold things of this world, and the next, make themselves known to you. You can conduct a 10 minute ritual to share those crawling secrets with those around you. Choose a number of creatures equal to your proficiency bonus that you can see within 60 feet of you and who can also see and hear you. Each creature must make a Wisdom saving throw against your spell save DC, a creature can choose to fail this save willingly. You then choose to give all creatures that failed their save Alien Inspiration, or Existential Dread. A creature who succeeds their save is not aware that it was targeted by this feature.
Alien Inspiration: The creature gains a point of inspiration that lasts for a number of minutes equal to your level. Whenever they make an attack roll, ability check, or saving throw, they can call upon their new found knowledge and spend the inspiration to make the roll with advantage. A creature can only gain inspiration in this way once every 24 hours.
Existential Dread: For a number of minutes equal to your level, each time the creature makes an attack roll, ability check, or saving throw, it must make a Wisdom saving throw against your spell save DC, on a failed save the creature is overcome with anxieties and the action fails. If the creature is attacked or takes damage during this time, its mind is cleared and the effect ends.
Encore of Madness
Beginning at 14th level, You can infect the mind, body, and soul with your singular understanding. As an action you choose a humanoid creature of large or smaller size, with an Intelligence score of 10 or more, within 30 feet of you that can see and hear you. The creature must then make an Intelligence saving throw against your spell save DC. On a failed save the creature is marked as your Aberrant Subject, and becomes aware of your mark. You can only have one creature marked in this way at a time and if you mark another creature, your previous mark ends, you can dismiss the mark as a free action or it can be removed with a Remove Curse spell, if you die or are incapacitated, the mark ends.
If your Aberrant Subject is on the same plane of existence as you, as an action once every 24 hours you can force the Aberrant Subject to make an Intelligence saving throw against your spell save DC. On a failed save, roll your Bardic Inspiration die, their Intelligence score is reduced by one third the number rolled (rounded down, minimum of 1), the reduction in ability score lasts until the mark ends. If the creature's Intelligence score is reduced to 0 in this way, the Aberrant Subject loses all sense of their previous self and becomes an Aberrant Thrall.
Aberrant Thralls
An Aberrant Thrall is friendly to you and your companions, and it obeys your commands. See its game statistics in the Aberrant Thrall stat block. you determine the creature's appearance but your choice has no effect on its game statistics.
You can have a number of Aberrant Thralls equal to your Charisma modifier, if you create another thrall your oldest thrall dies, crumbling away to dust. So long as a thrall is on the same plane of existence as you, you can communicate telepathically with it. Additionally as an action, you can see through your thrall's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the thrall has. During this time, you are deaf and blind with regard to your own senses.
An Aberrant Thrall acts independently of you, but it always obeys your commands. In combat, it shares your initiative and acts after you, but cannot attack unless you use your action to command it to, it can take other actions as normal. If you are Incapacitated your thralls can take any action on their turn, and if you die, so to do your thralls, their bodies crumbling to dust. A creature who has been turned into an Aberrant Thrall can be returned to its original self through the Wish spell or if it has the True Resurrection spell cast on it.
Aberrant Thrall stat block: https://www.dndbeyond.com/monsters/3078825-aberrant-thrall
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