Base Class: Bard
Bards of the College of Sovereign Speech do not perform — they proclaim. Their words do not beg for attention or admiration; they assume it. These bards speak with such clarity, such calculated presence, that their voice becomes indistinguishable from truth. Their influence is not won — it is inherited by those too awestruck or too uncertain to refuse it.
Whether operating in courtrooms, on battlefields, or in whispered exchanges behind closed doors, these bards don’t lead with threats — they lead with certainty. Others inspire. You instruct. Others plead. You speak, and it becomes so.
Enforced Suggestion
At 3rd level, when you cast a spell that causes the Charmed condition or compels a creature to act (such as Command or Suggestion), that creature has disadvantage on its saving throw if it can hear you and understands your language.
In addition, once per long rest, you can expend one use of Bardic Inspiration to deliver a one-word command (as per the Command spell) to a creature you can see within 60 feet. This command requires no spell slot and no components. The creature must succeed on a Wisdom saving throw against your spell save DC or follow the command on its next turn. (At level 10 this gains two uses per long rest)
Inescapable Voice
At 3rd level, you can communicate telepathically with any creature you can see within 60 feet that knows at least one language. This communication requires no action and allows the creature to respond telepathically for the duration of the interaction.
Additionally, if a creature is currently under the effect of a charm, suggestion, or domination spell that you cast (such as Suggestion, Geas, or Dominate Person), you can continue telepathic communication with that creature regardless of distance or planar boundaries for the duration of the spell.
This ability does not allow you to cast spells through the creature or issue new magical commands beyond the spell’s existing effect. It is purely communication.
Mental Fracture [DM Optional]
At your DM’s discretion, the following mechanic may be used to represent the psychological erosion caused by your magic:
- A creature gains 1 Fracture Point each time it fails a saving throw against one of your spells that causes the Charmed condition or compels a specific behavior (such as Command, Suggestion, or Geas).
- At 3 Fracture Points, the creature has disadvantage on Wisdom saving throws against your enchantment spells until it finishes a long rest or is affected by Greater Restoration or similar magic.
- Fracture Points reset when the creature finishes a long rest or is cured of magical mental effects.
This system is optional and intended to reward long-term psychological manipulation rather than brute force domination.
Unquestioned Tone
At 6th level, when you cast a spell that targets only one creature and causes the Charmed condition or compels behaviour (such as Suggestion, Dominate Person, or Command), you may choose to use the result of a Persuasion or Deception check (your choice) in place of your spell save DC for that spell.
Additionally, even when a creature succeeds on a saving throw against one of your enchantment or compulsion spells, it suffers disadvantage on its next attack roll or ability check before the end of its next turn — your words linger even when resisted.
Absolute Assertion
At 14th level, you can speak with such force of will that your commands ripple through the minds of everyone nearby. As an action, you can cast Mass Suggestion without expending a spell slot or using any components.
When you use this feature, the following changes apply:
- The range is reduced to 60 feet.
- The duration is reduced to 1 minute.
- Creatures that are normally immune to the charmed condition may still be affected, but must make a Charisma saving throw instead of a Wisdom saving throw.
You must finish a long rest before using this feature again.
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