Bard: College of Lullabies
Throughout the world, there are many creatures beyond our understanding, foes too great to destroy, and terrors that keep people up at night. To combat this, many bards have sought out the loftiest of virtues. For bards belonging to the college of Lullabies, their art is more than just a passion for them. They have striven to master the art of soothing tempers and calming anxieties. They often speak softly and slowly, and many see them as lazy or dreamy types.
This is rarely the case, however, as those belonging to the college of Lullabies are often the ones who handle the most dangerous of foes. It is said that they were instrumental in the defeat of the Sea Titan Dagon, as well as ancient dragons and even the Archdevil Deisis. The ability to soothe those around you to sleep becomes a necessary part of many adventurer’s lives, and it is an invaluable skill after facing down horrors such as these.
Soothing Magic
When you join this college at 3rd level, you learn how to use your magic to soothe those around you. You learn the Sleep and Calm Emotions spells. These spells count as Bard Spells for you but do not count against the number of spells you can learn.
Primal Lullabies
At 3rd level, you learn several lullabies that can help your allies in dire situations. As a bonus action on your turn, you can expend a use of Bardic Inspiration and choose one of the following lullabies. Each lullaby lasts for one minute, but is treated as if you are maintaining concentration on a spell and ends early under the same conditions.
Focused Mind: While this lullaby is active, choose a number of creatures equal to your charisma modifier (minimum of 1). These creatures must be within 30 feet of you and be able to hear you to gain this lullaby’s effects. A target affected by this lullaby gains resistance to psychic damage, has advantage on Wisdom saving throws, and gains a +1 to all attack rolls made while the lullaby is active.
Numb to the World: While this lullaby is active, choose a number of creatures equal to your charisma modifier (minimum of 1). These creatures must be within 60 feet of you and be able to hear you to gain this lullaby’s effects. A target affected by this lullaby has advantage on Constitution saving throws, gains a number of temporary hit points equal to a roll of your bardic inspiration die at the end of each of your turns, and cannot be charmed or frightened while the lullaby is active.
Sluggish Song: While this lullaby is active, choose one creature that can hear you within 60 feet. That creature gains disadvantage on all Dexterity saving throws, and its AC decreases by 1 while the lullaby is active.
Master of Slumber
At 6th level, you have learned to work around even the greatest of resistances to sleep. When you cast the Sleep spell on a creature that cannot be put to sleep by magic, the creature instead must succeed on a constitution saving throw against your spell save DC to avoid the spell affecting them. Undead and Constructs automatically succeed this saving throw.
Dreamwalker
Your connection to the world of dreamers has attracted the attention of its inhabitants. When you reach level 6 in this class, you learn the spell Find Familiar. This spell counts as a Bard Spell for you but does not count against the number of spells you can learn. In addition, when casting this spell, the familiar you summon is a Lullabeing, which is bonded to you. (See the Lullabeing stat block for more information.) If this lullabeing drops to 0 hit points, it does not die, and instead follows the rules given in Find Familiar. In addition, this lullabeing is immune to the effects of a Sleep spell cast by you, and if a Sleep spell is cast on it from another source that bypasses its immunity to sleep, it does not die, and is instead treated as if it dropped to 0 hit points using the rules of Find Familiar.
Deepest Sleep
At 14th level, your songs can lull even the most willful into slumber. When you cast the spell Sleep, you may choose to expend a use of your bardic inspiration to double the radius of effect of the spell, and you may choose to expend an additional use to also double the number of hit points the spell affects. You must choose to do this before you roll for the effects of the spell.













