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## College of Minds Awaker A beholder lair, a vampire castle, horrors of the shadowfell and most atrocity battlefields. These are some dreadful places that adventurers can explore, and those few who come out alive sometimes find themselves fighting against monsters far worse than real ones.
Bards of this college use music and their studies of mind secrets to treat adventurers traumatized by their travels and to awaken dormant memories and knowledge in the depths of the unconscious. Bards of this college are well dressed men or old sage who travel the world to find victims to be treated. #### Bonus Proficiency Starting at 3rd you gain proficiency in Persuasion skill and resistance to psychic damage. Also, you need no more a focus to cast bard spells. Your voice and your mind are your focus. #### Awakening Also at level 3rd when an ally up to 60 feet from you that you can see must succeed on a saving throw against charm, fear and confusion, you can use your reaction to give a bardic inspiration die, admitted that ally isn't deafened. #### On the Spot Session At level 6th you can use your *Song Rest* in other ways adding one of the following effects: * You can heal a allies afflicted by a non-permanent madness. You can use this trait once each 24 hours on a creature; * Allies can perfectly remember any event happened in the last week. You can use this trait once each 7 days on a creature; * You can instill security in your allies giving them resistance to psychic damage for 8 hours and advantage on the next saving throw in Charisma, Intelligence or Wisdom. You can use this trait once each 24 hours on a creature; \columnbreak #### Collective Unconscious At level 14 you can probe deeper creature's mind and awake dormant knowledges. You can spend 1 minute talking to your allies to start the awakening process, choose a number of allies equal to your Charisma modifier (minimum 1) within 30 feet of you, for 10 minutes they gain expertise in skills given by their backgrounds, also inspiration roll dice are doubled on any ability checks and saving throws listed below: * **Accolyte**: Wisdom; * **Charlatan**: Charisma; * **Criminal**: Dexterity; * **Entertainer**: Charisma; * **Folk Hero**: Strength; * **Guild Artisan**: Dexterity; * **Hermit**: Wisdom; * **Noble**: Charisma; * **Outlander**: Constitution; * **Sage**: Intelligence; * **Sailor**: Constitution; * **Soldier**: Strenght and attack rolls; * **Urchin**: Dexterity. Following this formula DMs can create new effects for others backgrounds. You can use this trait once per long rest.
##### Credits Archetype by u/ranikirn
Image by Tina Bayne on [ArtStation](https://www.artstation.com/tinabayne "ArtStation")
More archetypes on [DMS Guild](https://www.dmsguild.com/browse.php?keywords=ranikirn&x=0&y=0&author=&artist=&pfrom=&pto= "DMS Guild")