College of The Slumber

Bards are stereotypically energetic in nature, but with high energy comes a need to get back that energy often.

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A Quick Rest

At third 3rd level you learn how to magically put yourself into a short state of trance-like rest.

You enter this state as a bonus action. You immediately are able to spend hit dice to regain hit points, however the maximum you are able to roll equals your proficiency modifier (song of rest applies). You also regain one of your lowest level spell slots. You are unable to take most actions or reactions untill the start of your next turn, and attacks against you have advantage, but they will not wake you. You may only use this ability on yourself a number of times a day equal to your charisma modifier.

Thunderous Snore

Also at 3rd level you learn a unique way of defending yourself and allies from harm while they are asleep or in a trance.

As a reaction (which you can take even if you are asleep or in trance) if an enemy attacks you or an ally within 30ft while the target is asleep , you may expend a bardic inspiration die. The attacker and all enemies within 5ft of the target must make a constitution saving throw against your spell casting dc. If they fail they take 2d6 thunder damage and have disadvantage against sleeping creatures, even if they normally would have advantage. If they pass they take half as much damage and are denied advantage on attacks versus sleeping or trancing targets. The thunder damage improves when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.

Trance Music

At 6th level you learn to educe the same state of rest on your allies as you have been on yourself.

As an action a friendly target creature within 5ft of you is set asleep until their next turn. they immediately are able to spend hit dice to regain hit points, however the maximum they are able to roll equals their proficiency modifier. Song of rest applies to them as well.

They also regain one of their lowest level spell slots (if they have any). They are unable to take reactions during this time, and attacks against them have advantage, but they will not wake them. Each ally can benefit from this only once per long rest.

Project Nightmare

At 14th level you are able to harness the most powerful technique known to the College of The Slumber, which will allow you to attack the mind of your enemy using the darkness within the minds of those who sleep.

As an action, which you can use only after using your Quick Rest ability as a bonus action this turn, you enter a dark trance, your mind is plagued by nightmares, which you are then able to send out. A target creature within 60ft of you must make a charisma saving throw against your spell casting dc. If the target fails they are frightened and take 6d12 psychic damage +2d12 psychic damage per sleeping or trancing target within 60ft of you. The creature takes half as much damage and is not frightened if they pass. You may use this ability only once per long rest