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College of Truth

If you were a sword, you’d cut; if you were an arrow, you’d pierce; and as a sharp mind, you know what others don’t. You are a bard in search of truth; regardless of the content or of the amount of peril you must face along the way. You are fascinated by the realm you live in, and want to uncover its secrets; may they all be unveiled before you.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, or Religion.

Power of the Truth

At 3rd level, the secrets of the universe slowly but steadily begin to reveal themselves before you. When you perform or speak, you back your words with the power of truth. You know tales, legends, and facts that would inspire others greatly. When you expend one use of your Bardic Inspiration, the creature who rolls the Bardic Inspiration die also adds your Intelligence modifier to the result.

You also gain two more uses of Bardic Inspiration.

What is this, an Illusion?

At 6th level, your profound obsession with the truth enables you to fight illusions more effectively. You can cast the dispel magic spell requiring no material components, and you have advantage on the Charisma checks you make to dispel an illusion spell.

The Song of Truth

Starting at 14th level, your investigation of the truth bears fruit. You begin to understand the complex phenomena of life and death, the creation of the universe, the secrets of arcane and divine powers, and other equally profound concepts. In light of this knowledge you’ve gathered in the course of your adventures, you have written several songs.

As an action, you can expend one use of your Bardic Inspiration to sing one of the following songs.

Blueberries. You sing a psychedelic song about blueberries that is hard to comprehend. Your magical words harm the minds of your enemies. Hostile creatures within 30 feet of you that can hear you must make a Wisdom saving throw against your spell save DC. On a failure, a creature takes 6d8 psychic damage and is frightened for 1 minute. On a successful save, the damage is halved and the target is not frightened.

Song of Death. You sing a song about the morbid nature of death and the pain that awaits some in the afterlife. Choose one hostile creature within 60 feet of you that can hear you. If the creature falls unconscious within 1 minute, it counts as having failed one death saving throw. In addition, it has disadvantage on death saving throws for 1 hour.

Song of Faith. You sing a song about the peace of mind brought on by strong faith, and how the faithful are protected by the divine. Choose one ally within 60 feet of you that can hear you. Attacks against the chosen creature are made with disadvantage for 1 minute.

Song of Life. You sing a mellow song about the beauty of life. Choose one ally within 60 feet of you that can hear you. The chosen creature regains hit points equal to 4d6 + your Charisma modifier.

Song of Magic. You sing a song about a spellcaster who could manipulate the arcane energies flowing through the universe. Choose one ally within 60 feet of you that can hear you. The creature’s spell save DC increases by 1 for 1 minute.

Truth Unraveled

Starting at 14th level, as you begin to finally understand what truth is, mysteries start to unravel before you. You have truesight out to a range of 60 feet. Also, you cannot be charmed and frightened by means of magic. At 18th level, you become a master of reality and acquire the ability to cast the wish spell once per month.

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