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## Bardic College: College of Whispers (Tweaked) Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power. ### Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability to make yourself a weapon magically toxic to a creature's mind. Once per turn when you hit a creature with a weapon attack or damage it with a bard cantrip, you can expend a use of bardic inspiration to deal additional psychic damage. This damage is a number of d6's equal to half your bard level (rounded up). Additionaly, you learn two damage dealing cantrips from any spell list, which count as bard spells for you. When you cast these spells, they do not require verbal components and deal psychic damage instead of their normal damage type. ### Words of Terror At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest. \columnbreak ### Mantle of Whispers At 6th level, you gain the ability to adopt a humanoid's persona. You can touch a dead humanoid within reach and magically capture its shadow as an action. You can hold a number of shadows equal to your charisma modifier, and when you go over this limit you must choose which shadow to release. You can use the shadow as an action, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts until you end it as a bonus action or until you finish a short or long rest. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you use a shadow to disguise yourself with this feature, you can't do so again until you finish a short or long rest. ### Shadow Lore Starting at 14th level, your command over your dark delusions grows. You gain the following benefits: * When you are under the effects of your *Mantle of Whispers* ability, you gain a bonus of +2 to your AC and any saving throw you make. * When you damage a creature with your *psychic blades*, the target must succeed on an Wisdom Saving Throw or be *incapacitated* until the start of your next turn. > ##### Credits >- Art - Ashwath Ganesan >