College of Emo
Hit Points
Hit Dice: d8 per College of Emo level
Hit Points at first Level: See Bard
Hit Points at Higher Levels: See Bard
Proficiences
Armor: See Bard
Weapons: See Bard
Tools: See Bard
Saving Throws: See Bard
Skills: See Bard
Overview & Creation
Bards of the College Of Emo believe that the only way to truly use their magic abilities is through music as depressing and violent as possible. Able to amplify a simple lute into an almost metallic sound, bards who attend this college are able to take their negative emotions and turn them into something useful, instead of just wasting away in their own self loathing and self pity.
Humans are unfortunately unable to attend this college, and thus have to deal with their emotions.
Class Features
Can You Feel My Heart
3rd Level College of Emo feature
At 3rd level, You learn how to use pain that you personally feel to make others feel pain too. Once per day, when you take damage, you can use your reaction to cause the creature who damaged you to make a
Charisma Saving Throw with your
Spell Save DC. They take damage equal to
1d4 times your
Bard Level + your charisma modifier as Psychic damage or Necrotic damage (you choose) on a failed save, or half as much damage on a success. You regain this ability after a long rest. At 6th level, you can regain this ability after a short rest.
Mother Tongue
3rd Level College of Emo feature
Also at 3rd level, you learn the language
Undercommon, and get proficiency in
Deception and
Sleight Of Hand. If you already have proficiency with these skills due to the starting skills for Bard, you can either choose to gain expertise in them, or choose two other skills.
The Sadness Will Never End
6th Level College of Emo feature
At 6th Level, you learn how to make everyone feel sad by the way of depressing music. You can use your Action to start a performance, and any creature within 60ft who can hear you has to make a
Charisma Saving Throw against your
Spell Save DC. If they are friendly to you, they do so with advantage, and the DC is 2 lower. If they succeed, they are unaffected. If they fail, they are de-motivated. Until the effect ends, they must roll a
Charisma Saving Throw when they make an attack. If they fail, the attack fails. The creature can make a
Charisma Saving Throw at the end of its turn, and if it passes, the effect ends.
Go To Hell, For Heaven's Sake
14th Level College of Emo feature
At 14th Level, you can make others feel like they've messed up everything they have ever done, and deserve to be damned for it. You can use your Action to target one creature you can see. They must make a
Charisma Saving Throw against your
Spell Save DC. On a fail, they spend the next
1d6 turns in a mental state of hell, and take 4d6 damage at the start of their turn. They cannot regain hit points while in this state, and any Necrotic damage dealt while in this state gains an additional damage dice. On a success, they spend half the number of turns (rounded down, minimum of 1.)