Bard
Base Class: Bard

Having learnt through years of experimenting with their artistic expressions, bards of the College of Lullabies can incapacitate their enemies with songs and dances meant to open them up to the wrath of their allies. Whether it be a literal lullaby to put opponents to sleep, or a dance performance that muddles the mind of an enemy, the bard of the College of Lullabies is capable of imposing terrible effects upon those that cross them.

College of Lullabies Features

Bard Level Feature
3rd Bewildering Song, Calming Lullaby, Silent Performance
6th Master of Slumber
14th Manifest Night Terror

Bewildering Song

When you join the College of Lullabies at 3rd level, you gain the ability to psychically assault an opponent and impose a debilitating affect on them. As an action on your turn, you can expend one use of your Bardic Inspiration and target an enemy you can see. Make a ranged spell attack. On a hit, they take 1d6 + your spellcasting modifier psychic damage. The target must then also make a Wisdom saving throw against your spell save DC. On a failed save, you can impose one of the following conditions on them until the end of your next turn, or the next time they take damage, whichever comes first:

 The psychic damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level.

Calming Lullaby

At 3rd level, you have learnt to calm your allies and remove their ailments through your lullabies. You can cast lesser restoration once with this feature, without expending a spell slot.

When you reach 11th level, you can also cast greater restoration without expending a spell slot or material components once with this feature. You regain your expended use of these features after a long rest.

Silent Performance

At 3rd level, you learn to shroud yourself in magical lullabies that keep you from prematurely waking a foe from sleep or from being charmed. Whenever you deal psychic damage to a charmed or unconscious creature, you can use your reaction to choose to magically keep the target unconscious or charmed. You can do this a number of times equal to your proficiency bonus. You regain all expended uses of this feature at the end of your next long rest.

Master of Slumber

At 6th level, you gain the ability to put others to sleep at will and influence their dreams. You learn the sleep spell and can cast it as a 1st level spell at will without expending a spell slot an unlimited amount of times. This counts as a bard spell for you, but does not count against the amount of spells you know. Charisma is your spellcasting modifier for the spell. You also ignore [condition]charmed[/charmed] condition immunities when casting the spell with this feature.

While your target is within 30 feet of you and under the effects of the spell, you can use your bonus action to manipulate their dreams. You can send them through nightmares, dealing 3d6 psychic damage to them once a turn. Alternatively, you can give them dreams based on your own thoughts, communicating thoughts and ideas to them this way.

You can also use a bonus action to manipulate the dreams of those around you. During a short or long rest, while a party member or ally is asleep, you can alter their dreams to share ideas with them, or give them nightmares. These nightmares do not do psychic damage, and you cannot identify what the target was dreaming about before your manipulations.

Manifest Night Terror

At 14th level, you gain the ability to call on an enemy's Night Terror to aid you in the battle against them once per long rest.

As an action, you target one enemy you can see within 60 feet of you. You manifest a Night Terror, within 5 feet of your target, which remains for 1 minute or until its hit points are reduced to 0, whichever comes first. When you summon the Night Terror the enemy you targeted must make a Wisdom saving throw against your spell save DC. On a failure, the target is frightened of the Night Terror, which resembles their nightmares, until the target next takes damage, or until the Night Terror vanishes, whichever comes first.

The Night Terror has a turn in the initiative directly after yours. As a bonus action on your turn, you can telepathically command the Night Terror. If it receives no command, the Night Terror will not take any action except to defend itself. For the purposes of your other College of Lullabies features, whenever the Night Terror deals psychic damage to an enemy, you are treated as the source of the psychic damage, meaning that you can use your Silent Performance reaction when your Night Terror attacks a creature under the effect of the sleep spell, for example.

The stats for the Night Terror are below:

Night Terror

Armor Class 13 + your Charisma modifier (natural armor)

Hit Points equal to your Bard level times 5

Speed 30 ft. walking speed

STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
18 (+4)

Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons

Damage Immunities psychic

Condition Immunities charmed, frightened, poisoned

Senses Darkvision out to 60 feet, Passive Perception of 14.

Languages understands the languages you speak and the languages spoken by your target

Horrific Appearance. Your Night Terror can target an enemy within 60 feet of it and, as an action, force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of the Night Terror for the next minute, until it next takes damage, or until your Night Terror vanishes, whichever comes first. If a target succeeds on this saving throw, they become immune to this effect for 24 hours.

Actions

Multiattack. Your Night Terror attacks twice on its turn when it uses the Nightmarish Slash action.

Nightmarish Slash. Melee Weapon Attack: 4 + your Charisma modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + your Charisma modifier psychic damage.

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