Base Class: Bard
Bards of the College of the Inexorable Voice do not speak to entertain, to inspire, or even to persuade — they speak to assert. Their words carry the weight of something already decided. Their presence is not demanded — it is assumed. They treat language not as a gift, but as a force: sharpened by repetition, measured by cadence, and designed to bend will without need for violence.
These bards refine their speech until it bypasses language entirely. A sentence becomes structure. A word becomes weight. And when they issue a command, it doesn’t feel like coercion — it feels like something the listener always intended to do.
Through careful phrasing, verbal clarity, and a voice honed to eliminate doubt, these bards influence minds, undermine defenses, and dismantle certainty itself. They do not dominate through fear. They dismantle resistance through inevitability.
In time, their ambition grows beyond charm or obedience. They seek a voice so refined that it can reshape thought without magic, reorder minds without force, and alter reality by speech alone.
Not spell. Not lie. Not threat.
Just language.
Undeniable Phrase
At 3rd level, your speech carries such unwavering precision that it becomes difficult to challenge. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat any d20 roll of 9 or lower as a 10.
You do not convince — you correct. Your words don’t request agreement. They assume it.
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, and at 14 three uses per long rest)
Compelled Comprehension
At 6th level, your voice transcends the limits of language. You no longer need to speak in terms others understand — they simply know what you mean.
You gain the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.
Unquestioned Tone
At 6th level, your speech carries such undeniable force that even magic begins to bend to your phrasing.
When you cast a spell that targets only one creature and causes the Charmed condition or compels behavior (such as Suggestion, Dominate Person, or Command), you may choose to use the result of a Charisma (Persuasion) or Charisma (Deception) check (your choice) in place of your spell save DC for that target.
If the spell targets multiple creatures, you may choose only one of them to be affected by your skill check in place of your DC. All other targets make their saving throws against your normal spell save DC.
If the spell allows subsequent saving throws, those saves are made using your normal spell save DC, not your skill check.
This feature cannot benefit from Undeniable Phrase.
In addition, when a creature succeeds on a saving throw against one of your enchantment or compulsion spells, you may choose to impose disadvantage on its next attack roll or ability check before the end of its next turn. You can use this secondary effect a number of times per long rest equal to your proficiency bonus.
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.
Previous Versions
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