Bard - College of Manipulation

Monkey Note: New bardic college (bard subclass) for the upcoming Feytastic compendium, which curses and control its enemies. I mean, the Enchantment school of magic is probably one of the most evil, if not the most evil, school of magic. It allows you to control people and make them do things against their wills.

College of Manipulation

Most people are happy to welcome a bard among them. Bards of the College of Manipulation use this to their advantage. They appear friendly and of good company. In truth, a member of the College of Manipulation will twist and distort reality, pitting friends against each other to get their way. These bards use their magic and cunning to find what makes people tick and use that knowledge against them.

Blurred Memories

At 3rd level, 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.

Cursed Words

Also at 3rd level, you can spin words laced with magic that disrupt a creature’s survival instinct and cause it to open itself to take more damage. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. The next time the creature takes damage on this round, and on subsequent rounds after that, it takes an additional amount of damage equal to one roll of your Bardic Inspiration. This effect ends after 1 minute, or ends early if you use it on another creature, or the affected creature dies.

Amplified Curse

At level 6, your Cursed Words ability can now deals additional damage once per turn instead of once per round, provided that you concentrate on it (as you would concentrate on a spell). You can concentrate on an enchantment spell and this ability at the same time, losing concentration on both if interrupted.

Pervasive Tongue

Also at level 6, creatures can’t benefit from advantage on saving throws against your enchantment spells, even if you are fighting them.

Infiltrate Mind

At level 14, You can cast the dominate person spell once, at 7th level, without expending a spell slot. If you do so, the creature cannot break out of the spell and the spell cannot be detected (such as with a detect magic spell). Additionally, as an action, you can see through the creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses but have total and precise control of the target.

Once you used this ability, you cannot use it again until you take a long rest.


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