Bard
Base Class: Bard

Bards of the College of Horror are remarkably different from bards from all other colleges. They are not the wonderful, cheerful bards that people are used too, but rather they are somber, unsettling creatures. Their influence intimidates people rather than charming them. Its hard to describe a bard of the College of Horror, but when one enters a tavern, the music stops, everyone nervously looks at the newcomer. While they enjoy collecting songs and war stories, they especially revel in the acquisition of scary tales, ghost stories, and creepy ballads.

Scary Facade

When you join the College of Horror at 3rd level, you gain a feature that is hard to look at. You gain proficiency in Intimidation checks.

As a bonus you can activate your scary facade gaining an advantage on all intimidation checks and disadvantage on all persuasion checks for one minute. You can use this feature a number of times equal to your charisma modifier (minimum of once). You regain all uses after you finish a long rest.

Lingering Horror

Also at 3rd level, you learn how to infuse arcane music with horror. When an ally, that is holding your bardic inspiration dice, deals damage to a creature, they can expend the dice to force the creature the creature to make a wisdom saving throw against your spell save DC (charisma modifier+proficiency bonus+7) or be frightened of your ally for 1 minute. A frightened creature can repeat this save at the end of each of its turns, ending the effect on a success.

Dreadful Performance

At 6th level, you learn to become the centre of attention using your supernatural ability to cause fear and anguish. As an action, you can initiate a creepy performance, which can be a particularly spooky story, a disgusting display of body horror or simply an intimidating speech, which attracts the attention of everyone around you until the end of your next turn. Any number of creatures you choose within 60 feet must succeed on a wisdom saving throw against you spell save DC (charisma modifier+wisdom modifier+2+1d10) or become frightened and paralysed for the duration of the display. If an affected creature takes damage before the performance ends, it is no longer paralysed (although it stays frightened). A creature that is already frightened has a disadvantage on that save (-2). The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

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

Exploit Fear

Also at 6th level, you learn to use your opponents dread. When a frightened creature within 60 feet of you makes a saving throw against a spell you cast, it must roll 1d6 and subtract the number from the rolled saving throw.

Master of Terror

Starting at 14th level, you are the embodiment of fear. As part of using Bardic Inspiration, you can force a creature of your choice that is within 120 feet of you and aware of your presence to make a wisdom saving throw against your spell DC (1d10+charisma modifier+4) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Once you use this ability a number of times equal to your charisma modifier (minimum of once), you can't use it again until you complete a long rest.

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