College of Synesthesia (5e Subclass)

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College of Synesthesia[edit]

Students of the College of Synesthesia study the mind and its pliability. The senses are a matter of perception; by applying their knowledge of performance magic, these bards can command the perceptions of others. Through powerful enchantments, a beautiful sonnet becomes a swift blade, an injury becomes mirrored among those who witness it, and the taste of an onion could cause one to see the fuzzy image of an ogre in their periphery.

Enchant Pathway

When you join the College of Synesthesia at 3rd level, you learn how to weave sensory enchantments.

As an action, you can enchant an object or a creature that is Medium or smaller other than yourself with one harmless cross-sensory effect. For example, pickpocketing an enchanted coin may cause one to hear the screaming of a banshee, or the sound of an enchanted creature’s singing might give listeners the sensation of bugs crawling in their hair. These enchantments persist for 24 hours or until you use an action to dispel the enchantment.

You can only use this feature on one object or creature at a time.

The effects of these enchantments are only perceivable to those within 30 feet of the object or creature.

Tactile Sound

Starting at 3rd level, you gain the ability to turn sound into tactile sensations as a means of harming your enemies.

When you hit a creature with an attack spell or when an opponent fails a saving throw against one of your spells, if that spell has a verbal component, you can expend one use of your Bardic Inspiration to deal an additional 2d8 psychic damage to the affected target. You can do so only once per round on your turn.

The number of targets you can affect with this ability per round levels with this class, increasing to two targets at 5th level, three targets at 10th level, and four targets at 15th level. Affecting multiple targets does not require additional uses of Bardic Inspiration.

The targets of this feature must be able to hear.

You can only use this feature once per spell casted.

Mirrored Touch

Starting at 6th level, you can use your magic to connect the senses of others through sight.

As an action, select one creature within 30 feet that you can see. A number of creatures of your choice up to your Charisma modifier (minimum of 1) within 30 feet of the targeted creature are now magically tethered to it. For 1 minute, any damage or conditions the target creature undergoes also affects the creatures tethered to it if those creatures can see the target creature. The damage type inflicted on the tethered creatures by way of this effect is always psychic. This feature requires spell concentration.

On the end of their respective turns, the tethered creatures and the target creature can make a Wisdom Saving throw against your spell save DC. If a tethered creature succeeds, they become untethered. If the target creature succeeds, the effect ends entirely.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Sensory Shutdown

At 14th level, you gain mastery over the sensations of others such that you can shut one of them down.

When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, you can use your reaction to instantaneously make them the centerpoint of one enchantment effect, selected from the list below:

  • Sight. All creatures within the enchantment’s range become Blind.
  • Sound. All creatures within the enchantment’s range become Deafened.
  • Smell. All creatures within the enchantment’s range lose their sense of smell.
  • Touch. All creatures within the enchantment’s range lose their sense of touch. This includes their ability to perceive pain from weapon and spell attacks that don’t deal psychic damage.
  • Taste. All creatures within the enchantment’s range lose their sense of taste, imposing disadvantage on Constitution saving throws against ingested poisons.

This enchantment has a range of 10 feet and lasts for 1 minute, or until you use an action to dispel the enchantment. You can choose a number of creatures up to your Charisma modifier (minimum of 1) and give them immunity to the effects of this feature. You are immune to the effects of this feature.

Creatures within the range of this enchantment can make a Wisdom saving throw against your spell save DC on the end of their turn. If a creature succeeds this saving throw or if they leave the range of this enchantment, the effect ends on that creature. In addition, they become immune to that particular variant of this feature for the next 24 hours.

The target of this effect can be identified with the Detect Magic spell or with an Intelligence (Investigation) check against your spell save DC.

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