Base Class: Bard
Bards of the College of Horror do everything they can to terrify a crowd. Their methods are disturbing, twisting, and manipulating, their song horrifying the audience, instilling a mark of terror forever within them. The reason for their haunting methods vary, perhaps a bard enjoys making those who dare to watch them quiver in fear, or perhaps there is a deeper meaning for their terrifying way of life. I battle, they use hideous magic to alter themselves and their allies to temporarily become ghastly forms that can shred and scare enemies with the grim magic of the bard.
Terrifying Presence
When you join this college at 3rd level, you gain proficiency in Intimidation if you don't already have it. In addition, your Proficiency bonus is doubled for any Intimation check, and you have advantage on all Intimidation checks.
Hideous Manipulations
Starting at third level, you gain the ability to shape the bodies of those around you. You learn 2 Abhorrent adjustments, which are detailed below. You have an amount of uses equal to your Charisma modifier. When you use this, you choose a creature that you can see within 30 feet of you as the target, and that creature is then given the Benefit or detriment of the adjustment you chose. The effect lasts 1 minute, and you cannot use it on yourself unless it says you can.
Horrific Arm. The target's arm shrivels and blackens, and long, sharp claws grow from their fingers. They can make an attack with them as a bonus action, provided they aren't wielding a two handed weapon or otherwise have both hands occupied. They have the finesse quality and deal 1d6 + the targets chosen ability modifier slashing damage.
Vicious Jaws. The targets head warps into a horrific wide mouth atrocity with many sharp, long fangs. While they persist, the target can use it to make a strength based attack. They deal 1d8 + the targets strength modifier piecing damage, plus 1d6 psychic damage, and the target gain Temporary hit points equal to the psychic damage dealt.
Heinous Form (6th Level required). The targets entire body is transformed into the most horrific version of itself. While the adjustment lasts, the target has advantage on attack rolls and saving throws, and its attacks deal 2d6 psychic damage. Once this adjustment is used, it can't be used until you finish a short or long rest.
Crippled hands. The target's hands wither and decay. It takes 1d4 necrotic damage and it must make a constitution saving throw against your spell save DC or have disadvantage on weapon attack rolls while the effect persists.
Developing fear. The creature must make a wisdom saving throw against your spell save DC or become frightened of you due to the sickly modifications to your body. They can repeat the save at the end of each of their turns, potentially ending the condition early.
Deteriorating soul (6th Level required). The targets entire body is withered with the feeling of failure. The target takes 2d6 psychic damage and must succeed a constitution saving throw or be stunned until your next turn. Also if they fail, they have disadvantage on all attack rolls until the duration of the adjustment is up. Once you use this adjustment, you can't use it again until you finish a Long rest.
You gain more Abhorrent adjustments when you reach higher levels in this class. You learn one more at 6th level, and another at 10th.
Sapping Strikes
Starting at 6th level, when you attack a creature, you can attempt to scare the creature you attack. When you attack a creature on your turn, you can expend a use of bardic inspiration to deal an extra 1d8 physic damage and force the creature to succeed a wisdom saving throw against your spell save DC or become frightened until the end of your next turn. While frightened in this way, any attack rolls made against it have advantage.
Scaremonger
Starting when you reach level 14, you reach the absolute pinnacle of fearful presence. You can, as a bonus action, alter yourself or a willing ally into a dreadful aspect of fear. While in this form, they gain the following benefits:
- The target Is resistant to psychic damage.
- The targets size increases by one category, meaning that its weapon attacks deal one extra die of damage.
- Phantasmal energy surrounds the target, it gains a +2 bonus to AC, and its attacks deal 1d4 extra force damage.
- As an action, it can choose an amount of creatures up to your charisma modifier, and they all must make a wisdom saving throw against your spell save DC or be frightened of the target until the end of your next turn.
- The target makes strength and constitution saving throws with advantage.
These benefits last one minute or until you end it (no action required). You can only use this feature once every long rest.
Comments