Bard
Base Class: Bard

Some folk inspire. Some folk sing songs of wonder and joy, love and friendship. That is not the path that those who have learned the words of doomsayers follow. Instead, they spread the message of the end of the world. Of hopelessness and despair. Of things to come that will cause calamity. They only inspire fear. 

Doomspeak

At 3rd level, a Doomsayer learns to speak the words of impending doom, which leads to hopelessness and death.

As an action, you can spend uses of your Bardic Inspiration to whisper the truth of depsair to creatures around you. Roll twice the number of Bardic Inspiration dice you spent; the total is how many hit points worth of creatures this ability can affect. Not counting yourself, creatures within 15 feet of you are affected in ascending order of their current hit points. This ability has no effect on constructs, undead creatures, and creatures with legendary saves.

Starting with the creature that has the lowest current hit points, each creature affected by this ability is blinded and deafened for 1 minute. Subtract each affected creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Each creature affected this way can make a Constitution saving throw at the end of each of its turns to end this effect.

At 6th level, the creatures affected by this ability are stunned for the duration instead of being blinded and deafened. At 14th level, creatures affected by this ability are killed instantly.

Mad Ravings

At 6th level, you can spread the gloom from inside you to those around you.

If you perform your morbid preachings for at least 1 minute, you can attempt to bring down the mood of your audience. At the end of the performance, each humanoid within 60 feet of you who listened to your ravings must make Charisma saving throws. If a creature fails its saving throw, all of its strong emotions are suppressed and replaced by a vague sense of dread. The creatures are so engrossed in the vague impending future doom that they are becalmed and indifferent towards events going on around them, only responding if they are being attacked or harmed. This effect ends after 1 hour, if the creatures take damage or are attacked.

Once you use this feature, you can't use it again until you finish a short or long rest.

Malevolent Portent

At 14th level, the Doomsayer has become a fearsome figure that radiates malevolence. The Doomsayer's actions speak even louder than their words.

Whenever you cast a 1st level spell or higher that deals damage to a creature, or that successfully incapacitates a creature, you can use a bonus action on your turn to frighten another creature that can see you within 15 feet. The target of this ability must make a Wisdom saving throw or become frightened of you until the end of your next turn. The frightened creature's speed is 0. If the save fails by 5 or more, the frightened target is paralyzed.

On your turn, you can use an action to attempt to scare a creature to death. A frightened creature of your choice you can see within 15 feet of you must make a Wisdom saving throw or immediately drop to 0 hit points. Constructs, undead creatures, and creatures with legendary saves are immune to this effect. Once you use this feature, you can't use it again until you finish a short or long rest.

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