Difference between revisions of "College of Nightmares"

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(Living Nightmares)
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{!Living Nightmares!!Effect
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{| class="wikitable"
 
+
!Living Nightmares!!Effect
Ensnaring Tendrils. When the creature is
+
|+
 +
|Ensnaring Tendrils || When the creature is
 
summoned, it has three inky black tendrils protruding
 
summoned, it has three inky black tendrils protruding
 
from its body. The tendrils have a Strength of 16,
 
from its body. The tendrils have a Strength of 16,
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While grappled, the target takes 1d8+3 bludgeoning
 
While grappled, the target takes 1d8+3 bludgeoning
 
damage at the start of each of its turns.
 
damage at the start of each of its turns.
 
+
|+
Face of Terror. As a bonus action, the creature can
+
|Face of Terror || As a bonus action, the creature can
 
warp its face into such a horrifying visage that makes
 
warp its face into such a horrifying visage that makes
 
even the bravest cower in fear. Any creature with in a
 
even the bravest cower in fear. Any creature with in a
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advantage to attacks targeting a creature frightened in
 
advantage to attacks targeting a creature frightened in
 
this way.
 
this way.
 
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|+
Insanity of Terror. The creature’s features are so
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|Insanity of Terror || The creature’s features are so
 
terrifying that when it first appears, all creatures within
 
terrifying that when it first appears, all creatures within
 
a 20 ft radius must make a DC 15 Wisdom Saving
 
a 20 ft radius must make a DC 15 Wisdom Saving
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for 1 minute. A creature with Short Term Madness may
 
for 1 minute. A creature with Short Term Madness may
 
re-roll the save at the end of each of its turns.
 
re-roll the save at the end of each of its turns.
 
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|+
Right Behind You. When the summoned creature is hit
+
|Right Behind You || When the summoned creature is hit
 
by another creature with a ranged attack or a (ranged) spell,
 
by another creature with a ranged attack or a (ranged) spell,
 
the creature can use its reaction to teleport up to 60 ft
 
the creature can use its reaction to teleport up to 60 ft
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make one attack against the target, if the target is in the
 
make one attack against the target, if the target is in the
 
summoned creature’s range.
 
summoned creature’s range.
 
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|+
Shadow Horror. The creature you summoned is one
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|Shadow Horror || The creature you summoned is one
 
with the shadows. When in dim light or darkness, the
 
with the shadows. When in dim light or darkness, the
 
creature can move without provoking opportunity
 
creature can move without provoking opportunity
 
attacks, and it gains advantage on its first attack on its
 
attacks, and it gains advantage on its first attack on its
 
turn.
 
turn.
 
+
|+
Visage of a Friend - As an action, the creature can
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|Visage of a Friend || As an action, the creature can
 
target one creature within a 60 ft radius. The target must
 
target one creature within a 60 ft radius. The target must
 
pass a Wisdom saving throw against your Spell Save
 
pass a Wisdom saving throw against your Spell Save
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against the summoned creature until the end of their
 
against the summoned creature until the end of their
 
next turn.
 
next turn.
=}
+
|}

Revision as of 17:14, 16 October 2019

College of Nightmares

You have forgotten to fear the things of the dark, but I will remind you. And you will never forget again. —Vintras Quall, Bard of the College of Nightmares

Orators of Fear

When a Bard from the College of Nightmares rises to a stage to perform, do not expect to be inspired by songs of great heroes and sonnets detailing feats of valor. There will be no stories about the beautiful places in the world, for that is not the purpose of the College of Nightmares. Rather, a Nightmare Bard stands in front of an audience to remind them of fear: fear of the terrors that haunt the earth, stories designed to make the listeners quiver as the horrors come to life around them. In fear, there is control and power. The stories they tell are the ghost stories told around the campfire, songs of creatures who stalk the living for entertainment, and of beings set on the destruction of life. Because their stories are morose and filled with terror, Nightmare Bards are quickly asked to leave any establishment of repute. Yet, by the time they are asked to leave, the seeds of fear have been planted in their audience.

The Bards of the College of Nightmares are students of the macabre, obsessed with knowing and understanding the darkest and most dangerous creatures that haunt the worlds. From this darkness they weave stories, songs and even magic. The most powerful are even said to be able to bring the horrors they know to life…

Horror Lore

Starting at 3rd level, you have studied the creatures of nightmares and your obsession has given you a unique understanding when it comes to their behavior and nature.

Choose a type of horror lore: aberrations, undead, monstrosities, or fey. You have advantage on all Intelligence based-checks to recall information on creatures of that type. You also have advantage on Charisma-based checks to influence a creature of that type that is not actively hostile to you and understands a language you know.

In addition, you can speak, read, and write one additional exotic language of your choice.

Bardic Desperation

Starting at 3rd level, you weave magic with visions of nightmares, lacing it with fear that eats at the mind. As a bonus action, you may spend one use of Bardic Inspiration. The target suffers disadvantage on its next attack roll, saving throw, or skill check. The Target must make a Charisma saving throw against your spell save DC or suffer psychic damage equal to the number rolled on the Bardic Inspiration dice plus your current Bard level, and half on a success.

Unsettling Presence

Starting at 6th level, others have an unease in your presence. When a number of creatures equal to your Charisma modifier listens to one of your stories or songs for at least 1 minute, the affected creatures must roll a Wisdom Save against your spell save DC or gain disadvantage on Wisdom-based checks for the next 10 minutes. If you use an Illusion spell of 1st level or higher to bring your tale or song to life, the target makes their saving throw with disadvantage. This feature cannot be used again until you have completed a short rest.

Waking Nightmare

Starting at 6th level, the stories you weave are filled with terror and enchantments that have a realness that break the mind.

When you cast an Illusion or Enchantment spell of 1st level or higher, you may choose a number of targets that are affected by the spell up to your Charisma modifier (minimum of 1). Those that fail their saving throw against the spell by at least 5 roll on the Short Term Madness Table (Dungeon Master’s Guide, pg 259), suffering from the effects of Short Term Madness for 1 minute, in addition to any effects caused by the spell. The target may make a Wisdom saving throw against your spell save DC at the end of each of its turns and each time it takes damage, ending the effects of short term madness.

After you use Waking Nightmare, you cannot use it again until you complete a short or long rest.

Master of Horrors

Starting at 14th level, you are able to bring your horrors to life. As an action, you may summon a creature of CR 3 or less. The creature summoned must be the same type as your chosen Horror Lore. The summoned creature appears at a point you can see within 30 feet of you. Roll initiative for the summoned creature, which has its own turns. The creature remains present for 10 minutes and obeys your verbal commands (no action required by you). If no command is given, the creature acts in a way that is within its nature but is friendly toward you and your companions. If you take damage while you control a summoned creature, you must succeed on a constitution saving throw equal to 10 or half of the damage taken (whichever is higher). On a failure, you lose control of the creature, and it becomes hostile towards you.

In addition, when the creature is summoned, you may Roll a Bardic Inspiration die and consult the Living Nightmares table. The creature you summon gains this feature. This roll takes place after you have chosen the point in which the creature will appear.

After 10 minutes, the creature returns to its native realm, disappearing from sight.

Once you use Master of Horrors you can’t use it again until you finish a long rest.


Living Nightmares Effect
Ensnaring Tendrils When the creature is

summoned, it has three inky black tendrils protruding from its body. The tendrils have a Strength of 16, regardless of the creature’s natural Strength. As a bonus action, the creature may attempt to grapple one creature within 10 feet. The creature makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, the target is grappled. Up to three targets may be grappled at a time. While grappled, the target takes 1d8+3 bludgeoning damage at the start of each of its turns.

Face of Terror As a bonus action, the creature can

warp its face into such a horrifying visage that makes even the bravest cower in fear. Any creature with in a 15 ft cone must make a DC 15 Wisdom Save or gain the frightened condition for 1 minute. The target may reroll the saving throw at the end of each of its turns and each time it takes damage. In addition, the creature has advantage to attacks targeting a creature frightened in this way.

Insanity of Terror The creature’s features are so

terrifying that when it first appears, all creatures within a 20 ft radius must make a DC 15 Wisdom Saving Throw or roll on the Short Term Madness Chart (Dungeon Master’s Guide, pg 259), suffering the effects for 1 minute. A creature with Short Term Madness may re-roll the save at the end of each of its turns.

Right Behind You When the summoned creature is hit

by another creature with a ranged attack or a (ranged) spell, the creature can use its reaction to teleport up to 60 ft toward the target. The summoned creature may then make one attack against the target, if the target is in the summoned creature’s range.

Shadow Horror The creature you summoned is one

with the shadows. When in dim light or darkness, the creature can move without provoking opportunity attacks, and it gains advantage on its first attack on its turn.

Visage of a Friend As an action, the creature can

target one creature within a 60 ft radius. The target must pass a Wisdom saving throw against your Spell Save DC as the creature appears as a warped version of someone the target cares deeply about. On a failed save, the target suffers 4d6 psychic damage, half on a success, and disadvantage on all spells and attacks against the summoned creature until the end of their next turn.