Base Class: Bard
What is the meaning in describing the College of Requiem? What do you get out of it but knowledge of something that is ultimately meaningless?
- Talon the Edge Lord
You have knowledge of how to manipule the innate emotions of dread present in all creatures as noone truly knows the reason for their existence. You get power from the knowledge that there is no reason to be found and use this truth to power you magic and turn it into the most intimidating truth.
Bonus Proficiency
Starting at 3rd level when you choose this subclass, you gain proficiency in Scimitars, Poisoner's Kit, and Intimidation. And you learn to speak, read and write in Abyssal.
Ominous Prediction
At 3rd level, you learn to predict something ominous will happen to a person.
You can use a bonus action to spend a Bardic Inspiration die. Choose one target within 60 feet of you that you can see and reduce that target's AC by the amount rolled on the die until an attack successfully hits them or to the beginning of your next turn, whichever comes first.
Dread Mantle
At 6th level, you have embraced the darkness that are inside of you to the level of affecting how well you can use the shadows around you.
You can now see in magical and non-magical darkness up to 60 feet, and when you stand in magical darkness, you gain advantage on Charisma (Intimidation) checks regardless if the creature you are trying to intimidate can see you or not.
On top of that, you can now use your action to cause shadowy tendrils to grow out from you that makes the light in a 10 feet area around you become one category darker. Bright light to dim-light. Dim-light to darkness. And darkness to magical darkness. You also gain resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the tendrils lash out at that creature, dealing it 2d8 necrotic damage. You can retract these tendrils as an action.
An Emo's Truth
At 14th level, you have gained a vast knowledge of reality and life that others can not fathom and fears are true.
As an action, you speak a short truth of life and reality, forcing any creature within 30ft of you of your choice to make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, it just sounds like you are a depressed little shit and has no effect.
On a failed saving throw, the target is stunned until the end of your next turn or until you or your allies attack it, damage it, or force it to make a saving throw.
When the effect ends, the creature comes back to it's senses but won't forget your words.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/7/2019 8:28:39 AM
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6/7/2019 8:30:10 AM
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6/21/2021 7:24:56 PM
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1.0.2
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