Base Class: Bard
The College of Dreams is dedicated to the study and celebration of the fey wild. These bards live and study amongst the fae, learning of the their ways and boosting their own magical talent through the strange and wonderful that coats the wilds. Often times, college of Dreams bards are personal musicians or entertainers for royals of the summer and winter courts, or traveling minstrels, using their magic to help heal and aid in peoples sleep. Whether helping children drift to sleep, or aiding the local druids with a strange plant disease spreading through groves and crops, these bards are intrinsically connected to the land of the fey.
College of Dreams bards are known for staying with, and studying amongst the druids, and even capable of learning their magic to better protect and heal those around them.
Fey Affinity
When you join the College of Dreams at 3rd level, you can speak, read, and write Sylvan, and you learn one Druid Cantrip. Additionally, when your Spellcasting feature lets you learn a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the druid spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.
Sweet Lullaby
Additionally at 3rd level, you learn how to weave your songs into saccharine sweet tales for your enemies, making them feel a sense of serene calmness and fatigue. When using your bardic inspiration, you can target creatures that are not willing. If you do, that creature makes a wisdom save against your bard spell save DC. On a failure, the target gains the bardic inspiration, and must use it on their next ability check or attack roll they make on their turn. When they do, the creature falls unconscious for a number if turns equal to your charisma modifier. They awaken if they take damage, or someone uses an action to shake them awake. If a creature saves against this ability, the bardic inspiration is not lost.
Dance of the Knights
At 6th level, you can target one sleeping creature you can see, expend a spell slot of 2nd level or higher, and take control of its body. When you use this ability your body falls limp as if you were asleep, and you receive the incapacitated condition. While incapacitated in this way, you seem completely asleep, and incapable of fighting or harming anything. When you take control of a creature, the following rules apply:
• Your game statistics are replaced by the statistics of the creature being possessed, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. If the creature is incapable of casting spells, then you can not cast any spells. If the creature does have a spellcasting ability, you retain your own spells, spell slots, and spell save DC and attack modifier.
• When you transform, you assume the creatures hit points and Hit Dice. When you return to your own form, you return to the number of hit points you had before you possessed the creature. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form in the form of psychic damage. This damage can not be negated or reduced in any way. For example, if you take 10 damage as the possessed creature and have only 1 hit point left, you revert and take 9 psychic damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. A possessed creature that reaches 0 hit points dies.
At 12th level, you can take control of one sleeping creature, without transferring your mind, for 1d6 turns by expending spell slot of 5th level or higher. At 17th level, you can take control of a number of sleeping creatures equal to your Charisma modifier for 1d12 rounds, by expending a spell slot of 7th level or higher.
This ability counts as concentration for spells and abilities that rely on concentration. If the creature is targeted by a Dispel magic effect, the possession ends early.
Beckon the Unending Sleep
At 14th level, you have mastered the ways of the fey wild, able to shunt people away, for safety or harm. As an action, you choose a creature within range (60ft) to be teleported to the fey wild. If the creature is unwilling, they must make a Wisdom saving throw against your bard spell save DC. On a failure, or if the creature is willing, you may choose if they go to a harmful or helpful space
- Harmful: If teleported to a harmful place, the creature takes 6d10 psychic damage at the start of its turn. At the end of each if its turns, it can make the wisdom save again, reappearing in the nearest unoccupied space it left
- Helpful: If teleported to a helpful place, the creature regains 6d10 hit points at the start if its turn. As an action, the creature can reappear in the nearest unoccupied space it left. When it reappears, the creature receives Temporary hit points equal to your bard level
You can do this once, regaining the ability to do so after a long rest. Additionally, you can expand a spell slot of 7th level or higher (no action required) to regain this ability.
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