College of Philosophy

Emerging from the end of the Dark Ages of Greece, philosophical thinking marked the beginning of a new era. Titans of free-thinking such as Socrates, Plato, and Aristotle debated and published works on the nature of humanity and our place in the universe. These ideas drove civilization to a higher standard and simultaneously pitted conservative religious groups against them. Socrates, one of the most acclaimed philosophers of all time, was put to death for impiety and poisoning the minds of the young. There will always be opposition to intellectuals who desire change, however truly powerful rhetoric can change the course of history.

Civilized Decorum

When you join the College of Philosophy at 3rd level, you gain advantage on all Persuasion rolls. You can cast the spell Calm Emotions without expending a spell slot once per long rest.

Existential Crisis

Starting at 6th level, your rhetoric can take hold in the minds of others and drive them into spiraling thought. As a bonus action, you may expend a Bardic Inspiration die and force a target within 30 feet to make an Intelligence saving throw against your spell save DC. If they fail, they are overwhelmed with ideas and paradoxes. Every time the creature makes a roll, they must also roll the Bardic Inspiration die and subtract its result from their roll total. If they roll the highest number on the Bardic Inspiration die, they are stunned until the beginning of their next turn. At the end of the creature’s turn, they can make an Intelligence saving throw again to end the effect. Creatures with Intelligence 4 or lower are immune to this feature. You do not need to share a language with the creature; however, they must be able to comprehend language.

Moving Rhetoric

Starting at 14th level, your ideas and musings captivate the minds and souls of those around you. You can deliver a speech that can change stubborn minds and bolster existing dispositions. Given one minute, those within 60 feet of you are affected by one of the following.

Confirmation Bias. You perform a moving lecture bolstering the already existing opinions of the crowd. Any who passively held beliefs about the topic you are speaking on now feel compelled to act. They gain inspiration which can only be used within the next hour and must be used for a roll related to your lecture.

Convincing Argument. You openly challenge the point of view of your opposition and provide a compelling debate against them. Those who oppose your view must make an Intelligence saving throw versus your spell save DC. If they fail, they are charmed and have disadvantage on skill and ability checks in pursuit of their original viewpoint for one hour. This feature is a magical effect. The creatures do not know they are being affected by magic during or after the effects wear off. Creatures with Intelligence 4 or lower are immune to this feature. You must share a language with your targets or have a translator for this feature to function.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

This is not the complete license attribution - see the full license for this page