Bard
Base Class: Bard

Most peoples first impression of a bard of the College of Reveries is that they are lazy and aloof. They always appear to be lost in some daydream or another. It seems that one would be well justified in underestimating these odd solipsists.

However, there are those who have witnessed a strange phenomenon while attending a rare performance from one of these bards. The attendees will swear that they experienced wildly vivid and powerful memories. Some attest to being spirited away to their most traumatic or triumphant moments. Others will swear that they lived someone else's life as if it was their very own. In truth, the realm of memory is a powerful and strange frontier and the bards of the College or Reveries are its masters.

The Memory Palace

When you join the College of Reveries at 3rd level, you gain the ability to recall any of your memories with perfect detail. 

Collective Unconscious

At 3rd Level, you gain the ability to peer into others pasts. As an action, you can experience the memory of another creature within 30 feet. The memory cannot be longer than 10 minutes and must be from the last 30 days. An unwilling creature must an Intelligence saving throw to resist your probing mind.

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

Sense Memory

At 3rd level, you can use your senses to tap into your most powerful memories and force another creature to experience those memories.

When you gain this feature, you can choose a singular and strong memory from your past to become a reverie, which are detailed below. In order to use a reverie, you must have some sensory experience that triggers the foundational memory. As an action, you can choose a creature within 30 feet to be affected by your reverie. An unwilling creature must make an Intelligence saving throw in order to resist the intrusion into their mind. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can end the reverie with a bonus action or reaction. 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You gain the use of another reverie at 6th and 14th level.

Nostalgic Performance

Starting at 6th level you can infuse your performances with the power of your reveries. While performing you can choose any amount of creatures within 60 feet to be affected by one of your reveries. The effects of the reverie ends when you finish performing.

You can use this feature once per long rest.

Weaver of Pasts

At 14th level, you able to bend and shape the memories of others to your will. You learn the modify memory spell, you always have it prepared, it doesn’t count against the number of spells you can prepare each day, and casting it does not require the use of a spell slot. If a creature succeeds its saving throw you can no longer cast the spell on that creature.

Reveries

The reveries are presented in alphabetical order.

Enraging Reverie

Target creature gains advantage on strength ability checks and saving throws; is resistant to bludgeoning, slashing and piercing damage; and cannot cast or concentrate on spells.

Heroic Reverie

Target creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the memory ends, the target loses any remaining temporary hit points from this spell.

Hilarious Reverie

Target creature becomes doubled over in laughter. They fall prone, becoming incapacitated and unable to stand during the duration. 

Painful Reverie

Target creature takes 1d8 psychic damage at the start of their turn and has disadvantage on attempts to maintain concentration. The damage increases to 2d8 at 6th level and 3d8 at 14th level.

Tranquil Reverie

Target creature is healed 1d8 hit points at the start of its turn. The amount healed changes to 2d8 at 6th level and 3d8 at 14th level. The creature cannot attack during its turn or make attacks of opportunity.

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