

College Of The
Unseen Melody
Ubi abscondis? Dulcis puer, dulcis puer
Nocte trepidas? Dulcis puer
Adsium
Penitus somnum liberos, mater venatibus
Audite et sequimini ad oblivium
Nunc in tenebris, dulcis puer, dulcis puer
Manus extendem, dulcis puer
Esurio
Penitus somnum liberos, mater venatibus
Audite et sequimini ad oblivium
Oculos non aperi, mater vigilantes
Audite et sequimini ad infinitum
- Lullaby of the False Hydra
Chaining Melody
"I will stretch out my hands, sweet child."
When you join this college at 3rd level, you gain the Friends cantrip, which doesn't count against the number of bard cantrips you know. If you already know it, you instead gain another bard cantrip of your choice.
Moreover, your spells and abilities ignore immunity to the charmed condition and, when a creature recovers from being charmed by you, it has no memory of what happened during the time it was charmed. A creature that succeeds the initial saving throw for a charm still notices that a spell was cast.
Enthralling Voice
"The children sleep on the night, the Mother hunts."
Additionally, at 3rd level, your voice is considered to be your Spellcasting Focus.
Furthermore, as a reaction to seeing a creature roll a saving throw against the charmed condition within 60 feet of you, you can expend one use of your Bardic Inspiration. Roll the Bardic Inspiration die. The creature must subtract the number rolled from that saving throw.
Discordant Song
"Now in the dark, sweet child."
When you reach 6th level, as an action, you can magically turn invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible with you.
You can use this feature a number of times equal to your Charisma Modifier before you must take a long rest.
Unseen Lullaby
"Are you nervous at night? Sweet child."
Also at level 6, creatures can’t benefit from advantage on saving throws against your enchantment spells, even if you are fighting them.
Domination Dirge
"Listen and follow to oblivion."
At level 14, as an action, you can send creatures into a magical charm. Your bard level times your proficiency bonus plus your Charisma Score; the total is how many hit points of creatures this feature can affect. Creatures of your choice within 120 feet of you are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this feature is charmed by you until until your concentration ends (as if concentrating on a spell). Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
On each of your turns, and when you use this feature, you can use your action to mentally command any creature charmed by this feature (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
While at least one creature is under affects of this feature, you must hold concentration as if your were concentrating on a spell. Each time a charmed creature takes damage, it makes a Wisdom saving throw. If the saving throw succeeds, the feature ends for it.
Once you use this feature, you can't use it again until you finish a long rest.
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Art Credit
Song Credit
Changelog 1.3.1
- Balanced Domination Dirge, taking inspiration from the Sleep spell.
- Added Unseen Lullaby feature.
- Grammar correction.