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College of Forgotten Echoes
Over the ages, events and individuals leave impressions, echoes of the past, upon the lands. Members of the College of Forgotten Echoes traffic in lost lore and supernatural accounts by reading these impressions. They are known to soothe spiritual unrest in the land or stir up activity to haunt foes.
College of Forgotten Echoes Features
|3rd||Secrets on the Wind, Soothing Echoes|
|6th||Echo of the Weave|
Secrets on the Wind
3rd-level College of Forgotten Echoes feature
You can rouse the echoes of the past. By spending 1 minute performing, you reveal shadows from the past. You can have them relate to you something from the recent or distant past or reveal a secret within the vicinity.
The echoes are always truthful, but often cryptic. Visions of the past may be portrayed by indistinct shadowy figures or might only reveal one clear aspect (such as a red scarf or the pattern on an urn). When revealing a secret, the echoes will guide you to the proper location through mysterious means such as disembodied whispers or shades of actions past.
Once you have used this feature you can’t use again until you finish a long rest.
3rd-level College of Forgotten Echoes feature
When a creature uses your Bardic Inspiration die, it is shrouded in spiritual energy for 1 minute. During this time, if the creature is charmed, frightened, or unsettled, it can suppress the condition for a number of rounds equal to your proficiency bonus. Alternately, if the creature is reduced to 0 hit points, it can choose to drop to a number of hit points equal to your proficiency bonus instead. After using either benefit, the energy fades.
In addition, you can spend a use of your Bardic Inspiration to return an awakened spiritfont to its dormant state. Make a Charisma (Performance) check opposed by the spiritfont’s Intensity saving throw. If you succeed, the spiritfont is rendered dormant for a number of hours equal to your proficiency bonus.
Echo of the Weave
6th-level College of Forgotten Echoes feature
When you cast a bard spell you know using a spell slot of 2nd level or higher, the echoes of its power linger within you. Within the next minute, you can cast another bard spell you know without expending a spell slot and without requiring spell components. This spell must be of 4th level or less, cast at a lower level than the spell which triggered this feature, and can’t require material components consumed by the spell. The spell is psionic and has the gesture, psychic, and visual (glow) detections.
Once you use this feature, you must finish a long rest before you can use it again. Starting at 14th level, you can use it twice before a long rest, but only once in a turn.
14th-level College of Forgotten Echoes feature
As an action, you can muster the echoes to curse one creature you can see within 60 feet of you for 24 hours. As long as the creature is cursed, you know generally where it is, provided it is on the same plane of existence as you. You can freely target the cursed creature with divination spells, clairsentience powers, and similar effects, and it gains no benefit from being invisible or hiding from you: you can see it unless it has full cover. Whenever a creature must make a saving throw against this feature, you use your spell save DC.
At the start of each of its turns while it is within 60 feet of you, the cursed target must succeed on a Charisma saving throw or become unsettled for 1 minute. While a creature is unsettled, you can choose to end the curse as a bonus action and force the target to suffer one of the options below (your choice):
- Grief. The creature is overcome with an uncontrollable urge to lament a great sorrow contained within the echoes and must succeed on a Wisdom saving throw or drop to the ground and wail, becoming prone and incapacitated for 1 minute or until it takes damage.
- Pain. The creature experiences the pain trapped within the memories of the echoes and must succeed on a Constitution saving throw or become stunned until the start of your next turn. While stunned, it takes an extra 1d6 psychic damage the first time on a turn it takes damage.
- Terror. The creature sees you as a terrifying creature from the memories of the echoes and must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The creature makes a new Wisdom saving throw at the end of each of its turns, ending the condition on a success.
- Trauma. The creature is forced to relive a traumatic memory contained in the echoes and must succeed on a Charisma saving throw or it has disadvantage on attack rolls and ability checks for 1 minute.
Only one creature can be cursed this way at a time. Using this feature again ends the effect on the previous target. Once you end the curse using your bonus action, you can’t use this feature again until you finish a long rest.