Base Class: Bard
The College of Whispers has webs everywhere in the world, their dark influences worming their way into structures everywhere and leeching off the powerful and poor alike. Many of the Whisper bards were forced into the tradition, either through debt or circumstance, and soon enough a splinter group grew and formed their own college: the College of Insight. They had all the same powers of insight and understanding that the Whisper bards did, but the College of Insight used that knowledge and skill to heal and embolden, rather than to control and tear down. Because of their skills, Insight bards tend to be wiser than their counterparts in other colleges. While still often struck with wanderlust, they tend to make less of a ruckus, and their cheer is always welcomed everywhere they go. Most of the College of Insight came from the College of Whispers, or came because they lost someone to the College of Whispers. It's a saying among Insight bards that the Whisper bards make as many enemies as they destroy.
Words of Protection
When you join the College of Insight at 3rd level, you learn how to use your words to encourage your friends and grant them extra vigor for battle.
You gain the Inspiring Leader feat.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Words of Courage
At 3rd level, you learn to bolster your allies' courage in the heat of battle.
As a reaction, you can call out inspiration and end the frightened condition on a number of creatures equal to your Charisma modifier. The creatures must be able to hear you. Any creature that hears you is no longer frightened, and is immune to being frightened until the end of their next turn.
At level 3, once you use this feature, you can’t use it again until you finish a short or long rest. At level 10, you can use this feature twice per short or long rest. At level 15, you get three uses per short or long rest.
Mantle of Insight
At 6th level, you gain the ability to speak to a creature and learn the prides and desires that motivate their hearts.
You take another creature aside and speak to them alone for one minute. They make a Wisdom saving throw against your spell save DC. If they fail, they are charmed by you and consider you a confidante. They will tell you whatever is on their mind, and you get a good sense of what motivates them. The effect lasts until you take a long rest, but afterwards the creature does not know it was charmed and will remember you as a friend. As long as you see them again within a month, you have permanent advantage on charisma checks regarding them. If you go for more than a month without seeing them, you lose the advantage, but they are still friendly towards you.
If they succeed in their save, they then roll an insight check (whichever is higher) contested by your deception check. If you win the roll, they believe you were trying to bribe or flatter them but they are only mildly suspicious. If they win the roll, they are aware you were using magic to influence them, and they are permanently immune to this feature.
You must share a language with the creature (or have the ability to communicate without a common language) in order for this to work. If the creature is already suspicious of you, or is generally on guard (such as a guard at a post), they have advantage on the saving throw.
Once you use this feature, you can’t use it again until you finish a long rest.
Fond Memories
At 14th level, you gain the ability to magically evoke disarming memories in the mind of your foes.
Pick a creature you can see within 60 feet. That creature must make a Wisdom saving throw against your spell save DC. If it fails, its mind fills with memories of peace and happiness and love - whatever memories will interrupt its aggression (often memories of children or family or beauty). The creature has disadvantage on the next number of attack rolls equal to your charisma modifier.
No effect if it succeeds.
Once you use this feature, you can’t use it again until you finish a long rest.
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