Bard
Base Class: Bard

Bards from College of emotional damage don't use their songs and music to inspire others but instead to hurt and embarrass their foes.The college's members know just how to make enemies feel horrible. 

Level 3: Viscous insults

When you reach 3rd level,you gain these following benefits.

Ha ha fat chance loser.Whenever a creature rolls a natural 1 on an attack roll to hit you,you can use your reaction to give them disadvantage on their next attack.

Get roasted.Vicious mockery becomes a bonus action and deals 1d4 extra psychic damage per 3 levels.at 14th level,you can add your charisma modifier to Vicious mockery

Fierce guilt.You get advantage on intimidation checks.

Insult to injury.whenever a creature you can see within 60 ft of you takes psychic damage from failing a wisdom saving throw,you can use your reaction to cast Tasha's hideous laughter in a 20 ft cube centered on the target who failed the saving throw.That creature automatically fails all charisma checks against all who failed the saving throw against Tasha's hideous laughter for the duration. 

Level 6: Stern force

When you attempt to charm a creature,they have disadvantage on the saving throw.

Level 6: Soul mirage

if you upcast mirror image to 3rd level

You can use a bonus action to magically manifest duplicates of yourself in an unoccupied space you can see within 30 feet of you. This duplicates are magical, translucent, gray images of you that lasts until it is destroyed, until you dismiss them as a bonus action, until you manifest another duplicate, or until you’re incapacitated.

Your duplicates have AC 14 + your spellcasting modifier, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the duplicate to move up to 30 feet in any direction (no action required). If your duplicate is ever more than 60 feet from you at the end of your turn, it is destroyed.

You can use the duplicates in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your duplicate at a cost of 30 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the duplicate’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the duplicate’s space.
  • Using your movement speed,you can move a duplicate to a broom,armor or an opponent.If it is a broom then it takes the stat block of an animated broom and if it is armor then it takes the stat block of animated armor but if it is an opponent then the target must succeed on a wisdom saving throw equal to DC 12 + your spellcasting modifier every time it is their turn.Your duplicate is inside their head making their worst nightmare and the saving throw is to realize that the nightmare is fake.The target must make this saving throw every turn until the enemy succeeds,taking 6d6 psychic damage on a failed save.The target makes this saving throw at the end of their turn well incapacitated.

Level 14: Nightmare

Nightmares are pretty frightening just in the brain,although sometimes they are real,making them even more terrifying.Whenever you successfully put a creature to sleep by casting Symbol,eyebite or sleep,you can use your action  on your next turn to summon a creature that obeys your every command unless it is a servant of a god and that god specifically to it otherwise or the creature is charmed of a challenge rating equal to double the level you cast the sleep spell at.If the summon charms the target,then the summon instead casts dominate person but it can effect any creature.The level the summon casts dominate person is equal to the level the sleep spell was cast.If the target willingly surrenders and the summon shows mercy,then that also lets the summon dominate them in the same way.The target stays asleep until the fight is over.If the summon is triumphant, it will pop out of the target's chest.The summon will continue the last command until told do something different..This feature can only be used once a long rest.The summon can choose to learn all the spells and knowledge of anyone it killed once a long rest.

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