Bard College - Grey Wave


Changelings have suffered a great deal of discrimination over the years in Eberron, and those who settled in the Principalities did so with the hopes that they would find a place of safety. The Grey Tide, formed by Prince Kel, may be one such place of safety, formed to create a homeland away from the hunts that took place in the Five Nations.

But Lhazaar has dangers of its own, and it is only with strength that the Grey Tide can sustain itself. The tide is born not of a single wave, but of many, and it is these Grey Waves, instructed by Kel and their subordinates, that make up the Tide. Serving as guides, sailors, mediators, spies, and - occasionally - pirates, a Grey Wave uses their infiltration abilities to walk among others, seemingly knowing other's thoughts faster than possible. Grey Waves rarely fight alone, and their skills are best used to throw their foes off balance to give their comrades an opportunity to follow through.


This subclass is intended solely for Changelings, though with DM permission could be extended to other races.

Thoughtreader

The core of a Grey Wave is being able to read your opponents thoughts as well as your own. From 3rd level you add Detect Thoughts to your list of spells known and can cast it without using any somatic, verbal, or material components. You may also cast it once per long rest without expending a spell slot.

Instead of using an action to focus on a creature with your Detect Thoughts, you can instead use your bonus action. You gain +2 to your armour class and +2 on all saving throws against the creature whose thoughts you are focused on. This includes Concentration saving throws against damage that creature deals to you.

Grey Guide

Every Grey Wave must be able to sail. You gain proficiency with vehicles (water) and navigator's tools, if you did not already have these.

Grey Duelist

Optional: Replaces Song of Rest

At 3rd level, the Grey Wave can optionally choose to replace their Song of Rest feature and gain the Grey Duelist feature, which grants the Dual Wielder feat at 3rd level. At 9th level, they gain the Two-Weapon Fighting Style. At 17th level, they don't provoke opportunity attacks from a creature they attacked with a melee weapon for the rest of the turn, whether they hit or not.

Trick Mind

From 6th level whenever you focus your thoughts on someone with your Detect Thoughts spell, you gain additional options whenever you take the attack action against them. Some of these options require Detect Thoughts to be cast from a higher level spell slot in order to be used. Each of these effects require an Intelligence saving throw to negate.

Daze: On a failed save the target creature's move speed is halved on their next turn.

Lop-side: On a failed save the target creature has disadvantage on all attacks against you until the end of your next turn.

Disrupt: On a failed save the target creature's Concentration is ended, if they are concentrating on a spell.

Confuse (Requires 3rd level spell slot): On a failed save the target creature is affected by the Confusion spell until the end of your next turn.

Muddle Foes (Requires 3rd level spell slot): On a failed save the target creature sees all creatures as enemies and cannot identify friends, until the end of your next turn.

Stun (Requires 4th level spell slot): On a failed save the target creature is Stunned until the end of your next turn.

Entrap Mind (Requires 6th level spell slot): On a failed save the target creature is Paralyzed until the end of your next turn.

Dominate Mind (Requires 7th level spell slot): On a failed save the target creature is Dominated (as the Dominate Person/Monster spell) until the end of your next turn.


In addition, you may now focus your Detect Thoughts spell on a number of creatures equal to half your proficiency bonus, rounded up.

Expert Grey Guide

Replaces Countercharm

From 6th level you apply your proficiency bonus twice whenever you make an ability check with your vehicles (water), navigator's tools, or the Survival skill related to seafaring situations.

Expert Thoughtreader

From 14th level your focus hones in even closer on those whose thoughts you can read. The bonus to armour class and saving throws granted by Thoughtreader is increased to +4, and it now also grants you a +3 bonus to weapon attack and damage rolls against creatures you are focused on.