Bard

College of Secrets

Some forms of magic have been lost or fogotten to the throws of time or held as a deep secret by a small cult since its inception. You have a certain fondness towards this type of magic. You want to know what few men know, and seek to further your knowledge of the secrets of the arcane world.

Bonus Proficiencies

When you join the College of Secrets at 3rd leve you gain proficiency with arcana and religion.

In addition, you can choose to learn a cantrip from any class's spell list. This cantrip counts as a bard spell for yourself.

It Stares Back

Also at 3rd level, you learn the secrets of seeing deep within the mind and the soul. You can use your action against a creature within 30 feet to attempt to stare into the creature's mind. The creature must succeed a wisdom save against your spell DC to resist staring back and allowing you into their mind. On a failed save, the creature is subject to one of the following effects of your choice, on a successful save the creature suffers no further effects, and is immune to the effects of this feature for 24 hours.

Dread Heart. Dark, shadowy tendrils reach from your chest and lash at your target. Roll one of your Bardic Inspiration dice. The creature takes half of the result of the roll in necrotic damage and becomes frightened until the end of your next turn.

Mind Crush. A nearly completely transparent tendril lashes out and latches onto your target's mind. Roll one of your Bardic Inspiration dice and add your charisma modifier. The creature takes that much psychic damage. You can spend a second Bardic Inspiration dice to cause the creature to become paralyzed until the end of your next turn.

Soul Bond. Expend one use of your Bardic Inspiration dice. A whispy white tendril reaches out from your body and links to your target. You become bonded with the creature until the start of your next turn. An damage dealt to you is also dealt to creature you are bonded with. Any healing the creature you are bonded with receives is also given to you.

We Are One

At 6th level, you become able to more easily link your mind and soul to others around you. When you cast a spell that has a range of self, you can choose a willing creature within 30 feet of you to link minds. If you do, you cast the spell on them as if they are casting it, in addition to casting it on yourself. Spells cast this way use your spellcasting modifier and your spellcasting save DC.

You may use this feature a number of times equal to your charisma modifier. You regain all uses after you finish a long rest.


Tear the Mind

By 14th level, you have learned to directly control the energy that flows through all minds and links them together. Wehen you make an unarmed attack against a creature, you can deal an additional 1d12 + your intelligence modifier psychic damage. A creature struck this way must succeed an intelligence or wisdom saving throw, or be stunned until the start of your next turn. A creature stunned this way is not incapacitated.