Bard: College of the Vast Dream

by kingstarman

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College of the Vast Dream

Bard College

College of the Vast Dream

The vast dream is a reality composed of the collective unconscious thoughts of all living creatures, because of this the terrain and appearance of this reality is incomprehensible to mortal eyes. Some bards have slipped into this reality and their magic has become intertwined with the vast dream, allowing them to manipulate the forien colors of the dream world to conjure the nightmares of creatures.

Dreaming Madness

At 3rd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or hex spell can understand it perfectly.

Additionally, you gain the sleep spell. It counts as a bard spell for you and dose not count against spells known. once per long rest, you can cast this spell at the highest level you have access to without expending a spell slot.

Color out of Space

Also at 3rd level, as an action, you can expend one use of your Bardic Inspiration feature to bend the invisible colors of the Vast Dream to manifest the nightmares of a creature you can see for the next minute. The nightmare manifests itself in a 10ft cube within 30ft of that creature, and can only be seen by that creature.

If the target starts its turn within 30ft of the nightmare and can see it, the target is forced to make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature takes 2d6 psychic damage, unless it is immune to the Frightened condition. The damage from the nightmare increases to 3d6 damage at 6th level and to 4d6 at 14th level.

Additionally, while a creature has your bardic inspiration they can understand Eldertongue.

Greater Dreaming

At 6th level, as an action, you can enter a sleep like trance for 1 minute. While in this trance, you can still see and hear as normal, but cannot move. You can end the trance as a bonus action. Your trance conjures mass visions of a location in the Vast Dream. The terrain warps and shifts in 60ft radius centered on you. Any creature in that radius that has your Bardic Inspiration dice gains benefits according to the terrain conjured.

Additionally, a creature can expend their Bardic Inspiration die when they hit a creature with a weapon attack to deal psychic damage equal to the roll.

Terrain Effect
The Emerald River. The ally gains resistance to cold damage and can breathe air and water.
The Midnight Cave. The ally gains darkvision out to a range of 60 feet. If they already had darkvision, its range for them is increased by 30 feet.
The Inverse Mountains. The ally gains a +1 bonus to their AC, and gains a climbing speed of 30 feet.
The Red Swamp. The ally gains resistance to poison damage, and gains a swimming speed of 30 feet.

You gain the associated benefit for as long as you hold the trance.

The Void Behind the Rainbow

At 14th level, the Vast Dream contains the hopes and nightmares of all creatures and your connection has strengthened to the point were you can conjure both. When you use your Color out of Space feature the nightmare conjured can now be seen by all creatures.

Creatures other than the original target see the nightmare as a beautiful array of light and color and you can use your bonus action to change the target of the nightmare. When a creature fails their save against the nightmare, they become Restrained by their own fear.

Additionally, you gain the dream spell. It counts as a bard spell for you and does not count against your spells known.

Art Credit

  • GigiCave - https://www.deviantart.com/gigicave/art/MAXI-DYLAN-DOG-Old-Boy-n-5-581215165
  • "Dylan Dog #375" cover by Gigi Cavenago
 

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