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# College of Whispers (Revised) ## Psychic Blades At 3rd level, you learn to make your spells and attacks work together to strike at the minds of your opponents. When you hit a creature with a melee weapon attack, and that creature is currently charmed by or frightened of you, the creature takes an extra 1d6 of psychic damage. This extra damage increases when you gain levels in this class: 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level. ## Hidden Spellwork At 3rd level, you become adept at concealing your spellcasting within seemingly mundane speech and gestures. Whenever you cast a bard spell with only verbal and/or somatic components, you can spend a bardic inspiration die to attempt to hide the true nature of your words and gestures from those around you. Any creatures of your choice within 30 feet of you must make an Insight check, contested by your Deception check, to which you may add the roll of your bardic inspiration die. Any creature that fails the contest cannot tell that you were the one who cast the spell (depending on the spell, affected creatures may be aware that a spell has been cast, but they do not identify you as its source). Creatures more than 30 feet away from you automatically fail the contest. ## Mantle of Whispers At 6th level, you learn to magically impersonate creatures you have seen. To develop an impersonation, you may spend 1 minute closely observing the creature. Alternatively, you can spend an action to make an Insight check, the DC of which is 10 + the creature's challenge rating (you can only attempt this check once for any given creature). In either case, you must be within 30 feet of the creature and be able to see and hear it to develop an impersonation. Once you have made an impersonation of the creature, you can adopt it by using your bonus action and expending a spell slot of 2nd level or higher. You can only impersonate creatures that share the same basic arrangement of limbs that you have, and you can't impersonate a creature that is more than 3 feet taller or shorter than you. When you adopt an impersonation, you magically take on the appearance of the creature. This adopted appearance is illusory in nature but includes sounds (such as that of the creature's armor when it moves), smells (such as body odor or perfume), and tactile qualities. Your voice changes to match that of the creature, and if you do not speak the creature's primary language, then any words you speak are perceived as words in its language when heard by others who speak that language. Additionally, while your impersonation is active, you gain access to all knowledge about that creature it would freely share with a casual acquaintance. Such knowledge includes general details about its background and personal life, but doesn't include secrets. The information is enough that you can typically pass yourself off as the creature by drawing on its memories. Your impersonation lasts until you end it on your turn (no action required). It ends early if you are ever incapacitated, if you adopt a different impersonation, or if any spell or effect alters your form. Creatures with true sight automatically see through your impersonation. You can hold in mind a number of impersonations equal to your Charisma modifier (minimum of 1). If you develop a new impersonation beyond this limit, you must choose one other impersonation to forget. ## Aura of Whispers At 14th level, you learn how to fill the area around you with a cacophony of whispers that seed paranoia and doubt among those who hear them. As an action, you create your Aura of Whispers, which is a 30-foot-radius sphere centered on you, and that moves with you. The area is filled with a multitude of whispering voices. The aura cannot affect creatures that are deafened or creatures that do not understand at least one language. When you first create your Aura of whispers, all creatures of your choice that you are aware of within the aura must immediately make a Wisdom saving throw against your spell DC or be affected for the duration of your aura. A creature that is not within the area of the aura when it is first created must make the saving throw immediately upon entering the aura for the first time or when starting its turn there for the first time. A creature that succeeds on its save is immune to your Aura of Whispers for 24 hours. A creature that fails the save is affected by the aura and experiences intense paranoia. On each of your turns, you can use a bonus action to convince any affected creatures within the aura that any other creature(s) within the aura are their mortal enemy and pose an imminent threat to them. Creatures react to this feeling according to their nature, typically by attacking or fleeing from their designated enemy. While the aura is active, you can also use a bonus action and one of your bardic inspiration die in either of the following ways: - to deal psychic damage equal to the die roll to one creature currently affected by the aura. - to give a creature affected by the aura disadvantage on its next saving throw. Your Psychic Blades damage can be applied to any creature affected by your aura. The aura lasts for 1 minute. You can end it earlier on your turn (no action required). It also ends early if you are ever incapacitated or entirely within an area of magical silence. Once you've used your Aura of Whispers, you cannot do so again until after you've completed a long rest.