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Whispers

Whispers

College of Whispers.


The College of Whispers bards are at home where there are people around. They can hide in any crowd just by the virtue of their ability to seem inconspicuous. The more powerful amongst them can even hide inside people's mind without their notice. Most bards of this college use these abilities for subterfuge and extortion, serving themselves or a well paying patron.


Level 3 Features:


Instruments of the Trade.


When you join this college at 3rd level, the instruments of your craft are not only musical. You gain proficiency with one of the following tools of your choice:
-Disguise Kit
-Forgery Kit
-Poisoner's Kit
-Thieves' Tools


Everybody's Friend.


Starting at 3rd level, you learn the Friends cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast friends, the target is unaware of you using magic to influence its mood.


Unseen Presence.


At 3rd level, you can mask the presence of yourself and other creatures to pass unnoticed. As a bonus action, you can expend one use of your Bardic Inspiration to make yourself and a number of other creatures equal to your Intelligence or Charisma modifier (minimum of one) invisible for 10 minutes. You and the affected creatures can perceive each other as fairly translucent.
The effect ends for a creature that attacks or casts a spell. The duration of the effect extends to 1 hour when you reach 10th level in this class.


Level 6 Feature:


Palette of Faces.


At 6th level, your enchantment spells can dig into the target's mind, forming a lasting disguise of them you can assume.
If you concentrate on an enchantment spell targeted at a single humanoid for at least 1 minute, you can extract a node of their personality with no action required. This node persists until you expend it or until you finish a long rest. You can have only one node at a time.
You can use an action to expend a node and transform your appearance to perfectly match that of the humanoid whose node it was. While transformed, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this deception by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
While you have a node, you can preform a 1 hour ritual tying the node to an object or trinket no larger than the palm of your hand. This ritual can be done as part of a short or long rest. After the ritual is complete, the node lasts and is accessible as long as the object isn't destroyed. You can have a number of nodes saved in this way equal to your proficiency bonus. If you try to go over this number, you must choose which of the previous nodes is lost.


Level 14 Feature:


Executive Chef.


At 14th level, the minds of others are but stepping stones towards your goals.
As a bonus action, choose a humanoid you can see within 30 feet of you. You disappear and are now inside the creature's mind until the end of your next turn. For the duration, you can see through the humanoid's eyes and hear what it hears, gaining the benefits of any special senses that the humanoid has.
You cannot take any actions while inside of a creature's mind other than using your bonus action to target another humanoid you can see within range, leaving the current one.
An affected humanoid isn't aware of you entering and leaving their mind.
You can use this feature a number of times equal to your Intelligence or Charisma modifier (minimum of one). You can then expend spell slots to use the feature again. You gain all expended uses of this feature when you finish a long rest.






 

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