Bard
Base Class: Bard

Many bards try and seduce, persuade or do other things to get out of trouble, but the damned don't do these kinds of puny actions. They use demonic teachings and sayings to defeat their opponents and to become stronger than any other creature in existence.

Doom Speech

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

Mad Ravings

Beginning at 6th level, any fiend with a CR lower than your level must make a Wisdom saving throw if they start their turn within 30 feet of you or move within that radius. On a failure they become frightened of you as long as they are within 120 feet of you and/or can see you but on a success, they become immune to this effect for 24 hours. The DC is equal to 8 + your proficiency modifier + your Charisma modifier.

Your attacks ignore every fiends' resistances.

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.

Previous Versions

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