Bard Mystic
Mystic Bards are more than performers—they are conduits of mental resonance. Their melodies thread through thought and memory, stirring fear, clarity, or revelation. By infusing performance with psychic influence, these bards craft haunting refrains that reverberate through the minds of friend and foe alike.
Where others sing for joy or fame, you sing to stir the soul and fracture the senses. Your voice cuts like a whisper behind the eyes; your rhythm alters reflexes. Even silence becomes a weapon in your hands, laced with mental echoes and subconscious command.
Whether as a street-side enchanter, masked oracle, or battle-singer of the dreaming realms, your art reaches beyond ears—into the very will of those who hear it.
Bard Mystic Features By Level
When you cast Vicious Mockery, its area becomes a 15-foot cone instead of targeting a single creature. Each creature in the cone must succeed on a Wisdom saving throw or take psychic damage as normal and have disadvantage on its next attack roll before the end of its next turn.
The cone’s range increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.
A creature can only have one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a long rest.
Your Bardic Inspiration die increases to d8 at 5th level, d10 at 10th, and d12 at 15th.
Allies caught in the cone gain temporary hit points equal to the total damage rolled.
Additionally, when you make a Dexterity saving throw, you can choose to use your Wisdom saving throw bonus instead.
As an action, you can make a Charisma check contested by a creature's Insight check. The creature must be able to hear you and understand your language.
Hostile Creature: On a success, the creature uses its reaction to move up to its speed and make an attack against you if in range. It has disadvantage on attack rolls against targets other than you and cannot make opportunity attacks against others until it attacks you, or if you move more than 60 feet away.
Non-Hostile Creature: On a success, the creature is charmed by you for 1 minute, regarding you as a friendly acquaintance. The effect ends if you or your companions do anything harmful to it.