College of the Mind's Awakener (Homebrew)
Hit Points
Hit Dice: d4 per College of the Mind's Awakener (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
“If words are to enter men's minds and bear fruit, they must be the right words shaped cunningly to pass men's defenses and explode silently and effectually within their minds.”
—Horace Norval Bashford, master bard
A beholder lair, a vampire castle, horrors of the shadowfell and most atrocity battlefields. These are some dreadful places adventurers can explore, and those few who come out alive sometimes find themselves fighting against monsters far worse than real ones. Bards of this college use music and their studies of mind secrets to treat adventurers traumatized by their travels and to awaken dormant memories and knowledge in the depths of the unconscious. Bards of this college are well dressed men or old sages who travel the world to find and treat victims of their own mind.
Class Features
Bonus Proficiency
Starting at 3rd you gain proficiency in Persuasion skill and resistance to psychic damage. Also, you need no more arcane focus to cast bard spells. Your voice and your mind are your focus.
Awakening
Also at level 3rd when an ally up to 60 feet from you that you can see must succeed on a saving throw against charm, fear and confusion effects you can use your reaction to give a bardic inspiration die, as long as that ally isn't deafened.
On the Spot Session
At level 6th you can use your Song Rest in other ways adding one of the following effects:
- You can heal an ally afflicted by a non-permanent madness. You can use this trait once each 24 hours on a creature
- An ally can perfectly remember any event happened in the last week. You can use this trait once each 7 days on a creature
- You can instill security in your allies giving them resistance to psychic damage for 8 hours and advantage on the next saving throw in Charisma, Intelligence or Wisdom.
You can use this trait once each 24 hours on a creature
Collective Unconscious
At level 14 you can probe deeper creature's mind and awake dormant knowledge. You can spend 1 minute talking to your allies to start the awakening process, choose a number of allies equal to your Charisma modifier (minimum 1) within 30 feet of you, for 10 minutes they gain expertise in skills given by their backgrounds, also inspiration roll dice are doubled on any ability checks and saving throws associated with their background.
You can use this trait once per long rest. Following this formula the DM can create new effects for other backgrounds.