College of Hypnosis in Abholos | World Anvil
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College of Hypnosis

Bard Subclass

"Golly Gee... I wasn't really expecting so many against me... well... uh... I guess I can stop them? Erm... excuse me! Can you all leave, preferably right now? Thank you!"  
- One of the Purple Jutsus, moments before realising his hypnotic potentials.
A half-elf performer brings a rowdy heckler up onto stage. They take out a pendulum and begin the slowly move it back and forth in front of the patron. They go quiet, then, at the snap of the half-elf's fingers, begin to prance around the stage like a chicken, inciting raucous laughter across the floor. Meanwhile their rogue companion is taking advantage of the situation to cut the purses of many an audience member.
A gnome moves around their party as the settle in for the night, telling them sweet stories to calm their slumber. A few nights later they sneak into the chambers of a lord and tell them horrible stories in a disarming monotone, giving him nightmares.
  Hypnosis is an incredibly powerful tool, in the hands of those who can use it. You have decided to pursue this college and the mystique it brings. Often connected with enchantment wizards, hypnosis is a much broader area that first thought.
 

Instrument of Hypnosis

At 3rd Level, you can use a pocket watch, pendulum or other such device as your spellcasting focus.
 

Conscious Suggestion

At 3rd level you learn how to focus the mind onto a single dominant idea. When you use your bardic inspiration, you can use it in the following ways:
  Look Into My Eyes: you target one creature in 30ft and incite it to focus on you and nothing else. When you roll your bardic inspiration die, subtract the number plus your proficiency bonus from the target's next attack roll before the end of your next turn.
  Focus on My Enemy: You give one ally Bardic Inspiration. Immediately after the creature uses the bardic inspiration on an attack roll, it can add it's Strength or Dexterity modifier to the number rolled on the inspiration die.
  Relax, Don't Do It: You target a creature you are not in combat with. When you roll your bardic inspiration die the target must subtract that number from any charisma (persuasion) or charisma (deception) rolls you make within the next hour.
 

Sooth/Agitate

At 6th level you gain the ability to influence the sleep of others. Target a number of creatures up to your Charisma modifier within 30ft of you. choose one of the following effects on each target:
  Sooth. You use calming rituals and gentle words to assist your allies. The target's sleep is restful and calming, giving them 2d8 temporary hitpoints and preventing any external forces from affecting their slumber. Additionally they regain all spell slots after the first half of their rest (4 hours for most creatures. 2 for elves etc.)
  Agitate. You weave subtle horrors and evoke cruel dreams into the mind of a foe. The target can only regain spell slots up to 3rd level and only regain hitpoints up to half the maximum. They also have disadvantage on two saving throws of your choice for the next 24 hours.
  Once you have used this feature you cannot use it again for 1d4 days.
 

Ideo-dynamic control

At 14th level, you are able to spend one minute with a target. They must succeed on a Wisdom save or carry out your verbal commands for the next hour. This can include but is not limited to:
 
  • Hurting themselves or others, performing a foolish dance, distracting a guard or revealing their deepest secrets.
  • The creature will not enter combat with you, but can administer poisons or carry other items for you.
The Colleges made for Hypnosis are often cited back towards The Jutsu Collective , and their three forms of colleges, Purple's one being the one of Hypnosis. Often for schemers, roguish individuals who wish to be creative, it also makes a good trick to have for a con-man, or merchant, or some other charismatic individual.

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