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College of Beguilement

Bards of the College of Beguilement rely not on song and dance, but captivating oration and motion to memorize those observing them. While bards from the College of Beguilement appear just as jovial and artistic as their contemporaries, in truth many use their performances to secretly advance their own agendas, using the power of story and song to sway the hearts and minds of others to their ends. For this reason, bards of this college rarely claim their allegiance openly.

Bard Level Feature
3rd Beguiling Performances
6th Overwhelming Hypnotism
10th Manifold Beguilements
14th Rule Mind

Beguiling Performances

When you choose this path at 3rd level, learn two beguilements, which are detailed under “Beguilements” below. All beguilements use a combination of enchantment and illusion magic to alter the capabilities of another creature.

You can use your beguilements at will, but once you affect a creature with a beguilement you cannot do so again until both you and your target have completed a short rest.

You learn one additional beguilement of your choice at 6th, 10th, and 14th level. Each time you learn a new beguilement, you can replace one beguilement you know with a different one.

Saving Throws. Some of your transformations require your target to make a saving throw to resist the transformation’s effects. The saving throw DC is calculated as follows:

Beguilement save DC = 8 + your proficiency bonus + your Charisma modifier

Implant Beguilements

At 6th level, you can store a beguilement deep within a creature’s subconsciousness. You can spend 1 minute placing a creature into a trance, during which you choose one beguilement you know. At any point before the next time you make your daily preparations, you can use the chosen beguilement targeting the creature as a reaction; if the beguilement normally takes a reaction to use, triggering that reaction doesn’t count as your reaction for the turn. You can only implant one beguilement into one creature at a time, and implanting a new beguilement into any creature causes the previous one to immediately fade from the previous creature’s subconscious.

Manifold Beguilements

Starting at 10th level, you can affect a creature with your beguilements twice before you and your target need to complete a short rest to affect them again.

Rule Minds

At 14th level, whenever a foe that you’ve targeted with the hypnotic performance beguilement fails a saving throw against one of your enchantment spells, you can change that spell’s duration to permanent. If the spell normally requires concentration, you don’t need to concentrate to maintain its effects. You can use your action to end any spell you’ve made permanent in this fashion, and you can only have one permanent spell active at a time.

Beguilements

The beguilements are presented in alphabetical order.

  • Dramatic Reveal. As a reaction, choose one creature you can see within 60 feet. That creature immediately gains a bonus reaction that they can use in response to whatever you triggered this beguilement against. This doesn’t count as the creature’s reaction for the turn, and the creature can use this reaction even if it’s already taken its reaction.
  • Educational Hypnosis. As an action, choose one creature you can see within 60 feet and expend one use of Bardic Inspiration. That creature becomes proficient in one skill, tool, or weapon of your choice for 24 hours.
  • Flanking Figment. As a bonus action, choose one creature you can see within 60 feet and expend one use of Bardic Inspiration. That creature must make a Charisma saving throw. If the creature fails its save, all attacks against that creature gain advantage for 1 round plus your Bardic Inspiration die (roll your die and add the result to the beguilement’s duration).
  • Fool Perception. When a creature makes an attack roll against a creature you can see within 60 feet or such a creature is required to attempt a Dexterity saving throw, you can use your reaction to expend one use of Bardic Inspiration. If the trigger was an attack roll, you roll your Bardic Inspiration die and add the number rolled to the creature’s Armor Class against the attack. If the trigger with a Dexterity saving throw, you roll your Bardic Inspiration die and add the number rolled to the creature’s Dexterity saving throw result.
  • Hypnotic Performance. As a bonus action, choose one creature you can see within 60 feet of you and expend one use of Bardic Inspiration. That creature must make a Charisma saving throw. If the creature fails its save, they gain disadvantage on all Wisdom saving throws and Charisma saving throws for 1 round plus your Bardic Inspiration die (roll your die and add the result to the beguilement’s duration).
  • Illusions of Grandeur. As an action, choose one creature you can see within 60 feet and expend one use of Bardic Inspiration. That creature must make a Charisma saving throw. If the creature fails its save, they gain disadvantage on all attack rolls for 1 round plus your Bardic Inspiration die (roll your die and add the result to the beguilement’s duration). Additionally, any saving throws attempted against the creature’s attacks, spells, or abilities have advantage during this time.
  • Illusory Disguise. As an action, choose one creature you can see within 60 feet and expend a bard spell slot of 1st level or higher. That creature is wrapped in illusory magic, affecting them as the disguise self spell except this beguilement can partially withstand physical scrutiny. If an onlooker physically interacts with the disguise, they attempt a Charisma saving throw. If the creature succeeds at its save, they interact with the illusion as described by the spell. If the creature fails its save, they fool themselves into perceiving whatever stimulus would be appropriate for the illusion based on its appearance for the illusion’s duration. If you also expend one use of Bardic Inspiration when using this beguilement, roll your Bardic Inspiration die and add the result to the disguise self effect’s duration.
  • Mental Hiccup. As an action, choose one creature you can see within 60 feet and expend a bard spell slot of 1st level or higher. If the target’s level or challenge rating is less than twice the expended spell slot’s level, they attempt a Charisma saving throw. If the creature fails its saving throw, they can’t use bonus actions or legendary actions for 1 round. If you spend one use of Bardic Inspiration before the creature attempts its saving throw and the creature fails, roll your Bardic Inspiration die and add the result to the beguilement’s duration.
  • Puppeteer’s Performance. As an action, choose one creature you can see within 60 feet and expend a bard spell slot of 1st level or higher. If the target’s level or challenge rating is less than twice the expended spell slot’s level, they attempt a Charisma saving throw with advantage. If the creature fails its saving throw, you decide how the creature moves and uses its action and bonus action for 1 round. If you spend one use of Bardic Inspiration before the creature attempts its saving throw, the creature doesn’t have advantage on its Charisma saving throw.
  • Sensory Overload. As an action, choose one creature you can see within 60 feet and expend one bard spell slot of 1st level or higher. The creature must make a Charisma saving throw; if their level or challenge rating is greater than twice the expended spell’s level, they have advantage on this saving throw. If the creature fails the saving throw, they gain two of the following conditions of your choice for 1 round: blinded, deafened, prone, or stunned. If you also expend one use of Bardic Inspiration before the creature attempts its saving throw and the creature fails, roll your Bardic Inspiration die and add the result to the condition’s duration.
  • Suggestive Trance. You can spend 1 minute to choose one creature within 10 feet of you and expend one use of Bardic Inspiration. That creature must make a Charisma saving throw with advantage; they can choose to fail the saving throw if they wish. If the creature fails its saving throw, they are charmed. In addition, you automatically succeed at Charisma (Persuasion) checks to socially interact with the creature and they follow any requests you give of them that they consent to. The trance lasts until you end it as an action, but if you try to persuade the creature to do something that’s against their nature, they can attempt a new Charisma saving throw with advantage to end the trance.
  • Suppress Enchantments. As a bonus action, choose one creature you can see within 60 feet and expend one use of Bardic Inspiration. If that creature is affected by any enchantments, attempt a Charisma saving throw. If the result of your Charisma saving throw is higher than the Difficulty Class of any of the enchantments affecting the target, those enchantments are suppressed for a number of minutes equal to your Bardic Inspiration die (roll your die and use the result to determine how long the enchantments are suppressed for). The duration of these enchantments elapses normally, so short-duration enchantments could end while suppressed.
  • Suppress Fatigue. As a bonus action, choose one creature you can see within 60 feet and expend one use of Bardic Inspiration. If that creature is exhausted, they ignore the effects of the exhausted condition for a number of minutes equal to your Bardic Inspiration die (roll your die and use the result to determine how long the enchantments are suppressed for). The duration of the condition elapses normally, so it could end while suppressed.
  • Suppress Turmoil. As a bonus action, choose one creature you can see within 60 feet and expend one use of Bardic Inspiration. If that creature is frightened, they ignore the effects of the frightened condition for a number of minutes equal to your Bardic Inspiration die (roll your die and use the result to determine how long the enchantments are suppressed for). The duration of the condition elapses normally, so it could end while suppressed.
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5e Files: Kitsune © 2020, Everybody Games; Authors: Alexander Augunas.