Bard
Base Class: Bard

To the other bard colleges, Madness is a very weird college, often doing random things or saying the darkest and perviest of things out of nowhere. To bards in the College of Madness though, they understand that sometimes you can attract the unlikeliest of allies via your weird antics, and lower your enemies' guard only to completely break their minds.

Bonus Proficiencies

When you join the College of Madness at the 3rd level, you gain proficiency for the Intimidation and Deception skill checks.

Air of Danger

At 3rd level, you begin to corrupt the minds of your surroundings with an aura of your bizarre yet enticing antics, starting with indirectly making everyone around you more aggressive over you. 

Creatures within 30ft of you gain advantage on attack rolls, and gains an extra Bardic Inspiration die on that roll, regardless of existing Bardic Inspiration dies that the creature may already have.

Law of Attraction

Also starting at level 3, you become oddly attractive in atypical ways to friends and foes alike. As an action, you can force a creature within 30ft of you to make a WIS 15 saving throw or be charmed by you for a number of turns equal to your proficiency bonus. For each turn the creature is charmed, they are forced to move 5ft closer to you.

At level 6 and then level 14, you can target 1 extra creature. You can only target creatures with Law of Attraction once per short rest.

Soul of Grossness

At level 6, you gain the ability to put a bit of your soul into allies and enemies alike, "possessing" them to unlock their potential.

As an action, you can select a creature and give it a Bardic Inspiration die. This Bardic Inspiration die gives the creature extra spell slots or rest-charged class features equal to the roll of the die (so for example your wizard runs out of spell slots to cast fireball you can give them a BI die for up to 12 more fireballs)

Lapse of Judgement

Your erratic ways have led to people making mistakes when trying to analyse you. Starting from level 6, you always have advantage on Wisdom checks and Wisdom saving throws, while enemies always have disadvantage on Wisdom checks about you and Wisdom saving throws coming from you.

Dominoes of Disaster

At level 14, you powers of corruption is at its peak, causing permanent changes for those affected.

As an action, you can force a creature within 15ft of you that you see to make a Wis 15 saving throw. On a fail, you can change their alignment. You can decide the alignment change yourself, or roll a d10 to decide what alignment to change to.

  • 1: Lawful Good
  • 2: Neutral Good
  • 3: Chaotic Good
  • 4: Lawful Neutral
  • 5: True Neutral
  • 6: Chaotic Neutral
  • 7: Lawful Evil
  • 8: Neutral Evil
  • 9: Chaotic Evil
  • 10 or same alignment as roll: Reroll, ignore 10s or same alignments

Previous Versions

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11/22/2023 8:56:26 PM
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