Base Class: Bard
Bards of the College of dreams strive to emulate the stories of old, legends of great heroes and their deeds, who achieved greatness. They do so not by following in those heroes footsteps and become like them themselves, but by spreading their stories, in hope of inspiring others to follow their example. Many of the followers are idealists, who dream of a better world, but there are also those who take a different approach, singing of the deeds of the less then heroic characters. The bards of the colloge of dreams have a special relationship with their namesake, dreams. Through dreams they experience legends of old, the stories of which they then proceed to spread.
Bonus Proficiencies
When you join the College of Dreams at level 3, you gain proficiency with one additional instrument of your choice. You can cast the Minor Illusions cantrip without it counting against your number of known bard cantrips.
Stories of the Dreamer
Also at 3rd level, you gain the ability to inspire people through the stories of old, which you experience through your dreams and thoughts. You gain 6 stories, which you can use that way, whose number increases by 2 at level 8, 12 and 16. You can use only 2 of these stories per day, the number of which grows by 1 when you get to a level at which you recieve more dreams. The stories you experience are lucid echoes of the past, which grants you the ability to nudge the dreams into certain directions, letting you choose what dreams to prepare for the next day. You can inspire only 1 creature at level 3, the number of which rises by 1 at level 12 and rises to 3 at level 18. You can use this feature up to 2 times per long rest, the amount rising by 1 each time you learn new stories.
At 3rd level, you gain stories 1 - 6, at 8th 7 - 8, at 12th 9 - 10 and at 16th level 11 - 12.
The effect of a dream vanishes after an hour, if not specified otherwise.
Stories of Dreams
1. Dream of Heroism
You tell a tale of heroic deeds. A creature affected by this story can reroll your bardic inspiration once and choose which roll to use.
2. Dream of Safety
You inspire a feeling of security into a creature. A creature affected by this story gains +1 to it´s AC and can´t be frightened.
3. Dream of Renewal
You sing a song of rest, that soothes the wounds of the target. A creature affected by this dream can heal the amount of one roll from your bardic inspiration dice. The amount rises by one at levels 8, 12 and 16.
4. Dream of the Witch
You tell a story about a witch. Roll one d2. On a 1, the witch is good natured, on a 2 she is malevolent. If she is good natured, the target creature gains temporary HP equal to your spell modifier +2. If she is ill natured, the target looses the same amount of HP. You can choose the creature you want to affect before you roll the dice, but can´t change it afterwards.
5. Dream of the Owl
You strengthen the mind of one creature of your choosing. A creature affected by this dream gains advantage on WIS saving throws and it can´t be put to sleep through magical means.
6. Dream of the Whale
You strenghten the body of a creature. A creature affected by this dream gets adv on STR saves and gains a swimspeed equal to half it´s natural movement.
7. Dream of the Wind
You strenghten the agility of a creature. It´s walking speed is doubled for one turn, but returns to normal afterwards, regardless if it was used or not.
8. Dream of Demise
You sing a song of unhealing, that affects one creature of your choosing. A creature affected by this dream has to make a save against your spell save DC. If it fails, it takes damage equal to the amount of one roll from your bardic inspiration dice. The amount rises by one at levels 8, 12 and 16.
9. Dream of Sacrifice
You tell a story of great sacrifice. If an affected creature falls to 0 HP and doesn´t die instantly, it instead becomes stable. This effect can only be used once.
10. Dream of Destruction
You tell a story about a cataclysm. Target creatures have to make a WIS saving throw against your spell save DC. On fail, they take psychic damage equal to one of your bardic inspiration dice and are frightened of you until the end of your next turn. On success they take half damage and aren´t frightened.
11. Dream of the Doppelgänger
An illusion appears, that looks exactly like the target creature. The amount of illusions can be raised by one by expending spellslots of level 6 or higher. This can be done only once for each target. If the target gets attacked, the attacker has disandvantage on the attack roll. On a miss, the illusion takes the hit and vanishes.
12. Dream of Endurance
You inspire a target through a tale of hardship. If the target gets reduced to 0 HP, it is reduced to 1 HP instead. The effect vanishes after it has been used.
Lucid Vision
At level 6, you can see into a dreamlike parallel dimension. Once per long rest, you can use one short rest to go to sleep and create one of three effects. Nightmares, Nighttime Guardians and Dreamlike State. Which option it´ll be is chosen by a roll of one d3.
On a 1, you find nightmares, the number of which is determined by a roll of one d3. The nightmares can be drawn into the real world and attack creatures who are hostile to you. They use the Skeleton statblock and vanish after 1 hour.
On a 2, you find a Nighttime Guardian. The guardian can be drawn into the real world and protect your allies. If the allies are attacked, the attacker has to roll a d2. On a one, it attacks the guardian instead. The guardian has an AC equal to 10 + your DEX modifier and vanishes on hit.
On a 3, you enter a sphere deep inside your conciousness. You get adv on WIS saving throws until you finish a long rest.
Dreamlike Recollection
At level 14, you have learned to recall the stories of your dreams reliably. You are now able to keep the memory alive for a longer timeperiod.
At level 14, you can expend up to 2 bardic inspiration dies to regain the same amount of uses of your stories. This has to be done during a short rest and can´t be done more than once per long rest.
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