College Of The Counselor
A Bardic College Option
Remember Godric,
a play, a song, a poem, a note,
or even the faintest whisper can change
a mood, a day, a life, a history, or even the
greatest of destinies, so don’t ever let your voice
be silent when it shouldn’t be, and never let your ears be
closed to the needs of others whom you could uplift.
-The last words of Al Khadir to his ward, Godric the Outcast
Those Called to Counsel
It is not every Bard who chooses to dedicate themselves to the administration of the human condition, and those who do generally have their reasons. The College of the Councilor’s founder, the Outcast Bard Godrick, found his reason’s while he was trapped in the realm of Ravenloft. The college was his answer to the despair he felt within himself at the death of his father and that he saw in the people in that realm, and followers of this college do their best to emulate his example. These Bards, often simply referred to as Councilors, are individuals who have seen great evil in the world, but rather than recoil from it, they are moved to change it. Whether they do so by consoling the grieving, reforming the misguided, or seeking retribution against those beyond rehabilitation, their actions are almost always motivated by a deep compassion.
These Bardic Councilors are those who have sought mastery over the social arts, honing their skills of persuasion, insight, deception, and even intimidation in order to lift people up. Having learned the secrets of people’s hidden nature and seeking to discover hidden Words of Creation that have to do with the living psyche, they strive to change the world around them for the better. There is however, the occurrence of a Bard who gains access to the colleges secrets without being of a mind to help others, in which case they often become quite adept charlatans and confidence men, using their understanding of the mortal condition for their own personal gain.
Councilors congregate in the hospitals and the jailhouses alike, and in the poor quarters and the entertainment halls just as easily. When they travel with a Troupe they ply their trade as musicians, storytellers, hypnotists, and mentalists, performing tricks of the mind for the crowds entertainment. When they abandon this life for one of adventure it is out of a desire to seek out darker lands where their skills can be made of greater use.
College of the Counselor Features
Bard Level | Feature |
---|---|
3rd | Counseling Styles, The Voice Of Change |
6th | Righteous Condemnation |
14th | Forgiveness or Consumption |
Counseling Styles
At the 3rd level the councilor chooses a style of counseling as their focus which effects how they perform and interact with Charisma (Deception, Intimidation, Persuasion) checks. Choose one of the following options. You can’t take a counseling style option more than once, even if something in game lets you choose again.
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Captivating Counseling: The Counselors words are like a soothing balm to the ears of those who listen to them, and it is difficult for anyone who has begun to pay them heed to try to do otherwise. If a target fails a Charisma save against you then they roll disadvantage on all further Charisma saves against you for as long as they stay within 30 ft of you and for one minute thereafter.
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Deep Counseling: The counselor is a student of patience, and an adept at using their time wisely. When you spend at least 1 minute in performing a Charisma (Deception, Intimidation, Persuasion) check you roll advantage on the check.
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Music Counseling: The Counselor's understanding of the needs of others is so great that words need not be a barrier between themselves and others. As long as you are playing music, you may target individuals with Charisma checks, or Charisma based abilities even when a language barrier would normally prevent it.
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Quick Counseling: The counselor is a master of the quick quip and fast retort, knowing just what to say in the moment in order to accomplish their goals. As a bonus action you may make a Charisma (Deception, Intimidation, Persuasion) check in order to change the course of battle.
Altering Personal Characteristics: A Useful Guide for GMs
In D&D the aspects that influence NPC & PC behavior are the interconnected traits of Alignment, Personal Characteristics, and character actions. Alignments can effect character Ideals, Personal Characteristics and Alignment can effect a characters actions, and a characters actions can eventually alter their alignment if they continuously act outside of them.
The College of the Counselor is built around the theme of helping individuals to change their behavior and uses these traits in order to do it. Of course a player is always the arbiter as to how their own character will act in accordance to their Alignment and Characteristics, and the GM is in turn the arbiter of how NPCs act in accordance to their own Alignment and Characteristics.
However, it is generally bad form for a player to try to alter the way another player’s character behaves, as well as being bad form for a GM to totally ignore a players wishes for how they want to play their character, so in these instances the best advice is to both the player of the Counselor and the GM is to act in the best interests of the table and to not act in bad faith.
All of the features in the College of the Councilor have the potential to affect Personal Characteristics or Alignment in order to change both short and long term character behavior, in dealing with this it is important to pay attention to four things, The Features limitations, The player’s intent, The nature of the bard, And how to make this the most interesting for the party.
Emotion Therapy is meant to discourage behavior, so its effect should be limited to preventing behavior the behavior the player finds undesirable, which can be different things depending on whether the Counselor is legit or a charlatan, and it could be amusing if the Counselor botches the initial insight check and accidentally surpasses the wrong behavior, leading to interesting repercussions.
Righteous Condemnation is meant to make an otherwise irredeemable character a better individual overall by shifting their alignment, but better is a subjective term that varies based on the counselor performing it, and is further limited by the bards own alignment. a lawful evil counselor can not necessarily a character better for society by shifting their alignment one step closer to lawful evil, they may, however, be able to make the character better for themselves.
Forgiveness is meant to represent using suggestion in a non-magical way and making it semi-permanent. Suggestion itself being simply a one sentence instruction that motivates the target for the duration of the spell is represented by the creation of a one sentence personality trait for the character, in effect creating a motivating suggestion that is now a part of the character’s personality, and that can over time have an effect on their other traits through encouraging a shift in Alignment.
Consumption is meant to represent the counselor deliberately traumatizing another character by causing them intentional mental harm, and even when they regain their characteristic it is like scar tissue growing back over a wound, and the target should always show the effects.
The Voice of Change
Starting when you join the College of the Councilor at level 3, you begin to learn how to enhance your Charisma (Deception, Intimidation, Persuasion) checks by adopting certain intonations and punctuating your speech with words of power, which are represented as various counseling Methods fueled by your Bardic Inspiration dice.
Methods. You learn three methods of your choice, which are detailed under "Methods" below. Many methods enhance your Charisma Checks in some way or provide an additional effect to your check. You can use only one Method per Charisma Check. You learn one additional method of your choice at 5th, 10th, and 15th level. Each time you learn a new method, you can also replace one method you know with a different one.
Bardic Inspiration Dice. Bardic Inspiration Dice are used to fuel the counselor’s Methods and are drawn from the Bards already existing Bardic Inspiration Pool, which increases in size and power as normal.
Saving Throws. Some of your methods require your target to make a saving throw to resist the method's effects. The saving throw DC is calculated as follows:
Righteous Condemnation
The Bard knows that sometimes, the key to healing is for the traumatized to be able to see those who have wronged them brought to justice for their crimes, and for the perpetrators to be prevented from committing such crimes again.
You expend one use of your bardic inspiration and begin a performance where you accuse the target of wrong doing in front of a crowd, which, depending on their size and disposition (and GM Discretion) assist you by joining in on the reprisal.
The Targeted individual makes a Charisma saving throw. On a failed check they take (5*Magnitude) d6 psychic damage and becomes stunned. If they pass the check then they take no damage but are still stunned.
A target may auto-pass this check by admitting to their crimes and accepting the need to change, in which case their alignment will shift (vertically and horizontally) one step closer to your own, and their ideal, if it is no longer compatible with their new alignment, will also change.
This shift lasts for as long as the target is in the same town or city as you and for (Magnitude) weeks thereafter unless you come face to face again during that time, or the GM determines that the shift has become permanent.
Once you use this feature you may not use it again until you have complete a long rest.
Levels Of Crowd Magnitude
Magnitude | Description |
---|---|
2 | A half dozen people |
3 | A crowded tavern |
4 | A bustling courtyard |
5 | A Sold Out Amphitheater |
Forgiveness
The Bard's journey has always been one about healing and forgiveness, especially of oneself. Having attained that level of self love and actualization the Bard reaches a state of inner peace that reflects in their outward form. Their appearance permanently takes on an aspect of tranquility, making them look exceptionally welcoming and trustworthy.
You become permanently immune to the effects of being charmed, frightened, or affected by short and long term madness causing effects and as a bonus action you may activate an Aura of Tranquility that lasts for one minute, or until you are incapacitated. For the duration, your allies within 30 feet of you also gain immunity to being charmed, frightened, or effected by short and long term madness.
Additionally you may choose one target within 30 Ft of you upon entering the Aura of Tranquility and elect to spend the entire minute engaged in conversation with them. At the end of the minute the character makes a Charisma saving throw and on a failure you may create a new one sentence personality trait for them in addition to their two already existing personality traits addition to their already existing personality traits, and if, over the passing of time, the personality trait should have enough effect on the NPC to change their alignment, then it becomes permanent and irreversible.
Once you use this feature you may not use it again until you have complete a short or long rest.
Soul's Consumption
An Alternate 14th Level Feature
The Bard's journey has always been one about healing and forgiveness, but not every Counselor is capable of making that final leap towards healing and forgiving themselves. These bards, never finding a relief for their pain and guilt, become consumed by it and their constant need to help others as a result. Their appearance permanently gains a ghoulish aspect, making them look gaunt and tired.
As a bonus action you may assume a Ghoulish countenance for one minute or until you are incapacitated. For the duration, whenever you are attacked you may, as a reaction, attempt to devour the characteristics of the attacker.
The target makes a Charisma saving throw and on a failed throw they are stunned, they take 14d6 Psychic Damage, and one of their personal characteristics of the GM’s choosing is devoured, to be replaced with an Indefinite Madness. On a successful save they take half damage.
The characteristic is gone and cannot be acted on, taking as long as the GM determines is appropriate to regenerate, or until their Indefinite Madness is cured, and the regenerated characteristic may be different from the one it is replacing.
Once you use this feature you may not use it again until you have complete a long rest.
Counseling Methods
Methods are presented in Alphabetical Order
Active Listening: After succeeding on a a Charisma (Persuasion) check, you may expend a use of Bardic Inspiration and the target makes a saving throw. On a failure they gain the incapacitated status effect and feels compelled to talk to the bard for as long as the bard keeps up the conversation.
During this time the target’s attitude cannot worsen towards the bard and they are considered to be indifferent unless they are already friendly. The target may reroll the save any time they or their allies are attacked.
Anger Management: When the councilor fails a Charisma (Deception, Intimidation, Perception) Check in an attempt to halt combat, they may expend a use of Bardic Inspiration to force the issue. The target makes a saving throw with a (Bard Dice) Penalty. If they fail the check then they become indifferent towards the Counselor, halt their attack and can’t Attack the Counselor or target the them with harmful Abilities or magical effects.
The Cold Read: Upon succeeding on a Charisma (Persuasion) check the bard may expend a use of Bardic Inspiration immediately learn something about the target as if they had succeeded on a Wisdom (Insight) Check after a 10 minute conversation. The Target then makes a saving throw, on a failure their attitude becomes friendly towards the bard.
Confidence Building: After succeeding on a Charisma (Deception, Intimidation, Persuasion) check the bard may expend a use of Bardic Inspiration in order to grant themselves and up to (Bard Dice) friendly targets psychic resistance and 1D4 temporary hit-points.
Desensitization: When the bard performs a Charisma (Persuasion) Check they may expend a use of Bardic Inspiration. They gain a (Bard Dice) bonus to their check and on a success they may identify any status effects a target is currently affected by, as well as whether or not they are afflicted by Madness or Despair.
If the target suffers from being Charmed, Frightened, or having Despair then the Bard may cast Calm Emotions on the target without a spell slot and as a non-magical effect.
Emotion Therapy: As a Counselor you know that not every mental malady or aberrant behavior is caused by madness. Sometimes it is rooted in an individual's deeper trauma or ill upbringing that is now cemented as personal characteristics.
After performing an insight check to determine which characteristic is tied to a target’s unwelcome behavior, you may expend a use of Bardic Inspiration to roll persuasion. On a success the characteristic is suppressed for (Bard Dice) hours.
Group Therapy: When you succeed on a Charisma (Deception, Intimidation, Persuasion) check against a single target, you may expend a use of Bardic Inspiration in order to apply that success to (Bard Dice) additional targets within 60ft.
Hypnotherapy: After succeeding on a Charisma (Persuasion) Check you may expend a use of Bardic Inspiration in order to cast Suggest on the target without a spell slot and as a non-magical effect.
Memory Therapy: When you succeed on a Charisma (Deception, Persuasion) check you may expend a use of Bardic Inspiration to alter the memories of the target.
You may:
- Suppress but not eradicate a memory
- Cause a suppressed memory to become clear
- Alter a memory by spending one minute describing the changes to the previously held memory
The memory in question must take place within the past half an hour and anything that would naturally cause the target to call into question the changes to their memories causes them to perform a Charisma saving throw. On a successful check they recall the alterations and remember how who tried to alter them.
Psychotherapy: When you perform a Charisma (Persuasion) Check you may expend a use of Bardic Inspiration. You gain a (Bard Dice) bonus to your check and on a success you Immediately know the level and the nature, if any, of the targets madness and give them a (Bard Dice) boost to their Sanity Rating. (If that mechanic is being used)
If the target is suffering from short term or long term Madness the bard may cast Minor Restoration on the target without a spell slot and as a non-magical effect. If the target is suffering from Indefinite Madness they learn clues as to how they can cure the targets madness.
Optional Feat: Student of The Mind
You have spent a great deal of time around Councilors, seeing them work their trade and learning from them their skills. You gain the following benefits:
You learn one Counseling Style and one Counseling Method as detailed under the feature The Voice of Change in the College of the Counselor.
If you already have Bardic Inspiration Dice you gain one more; otherwise you have one Bardic Inspiration dice that starts as a d6, and changes at certain levels, becoming a d8 at 5th level, a d10 at 10th level and a d12 at 15th level. The die can be given to others as a bonus action, in accordance with the feature Bardic Inspiration, or it can be used to fuel your Method You regain you expended Bard die when you complete a short or long rest.
Peter Saba-Norton is an amateur writer and tabletop gaming enthusiast, who moonlights as an educator. He has for the past seven years participating in gaming as a player, a Game Master, and as a home-brew content creator in various table top and miniatures games from Warhammer 40K, Warmachine, Warhammer Table Top RPG, Rogue Trader Table Top RPG, Star Wars: Edge of the Empire, Exalted, D&D 5th edition, and more.
This Homebrew started out as a burst of inspiration based on the backstory and personality of a specific character, but grew from there and has been inspired by many people and many sources including, The College of the Maestro by the Host and Dungeon Master of Critical Role Mathew Mercer, The College of the Tragedian by Travis Legge, The College of Swords from Xanathar’s Guide to Everything, The Battle Master Archetype from the D&D 5th Ed Players Handbook, The Righteous Devil Style from Exalted 3rd Edition developed by Robert Vance and Eric Minton, The character of Patrick Jane from the Mentalist created by Bruno Heller and portrayed by Simon Baker, and The Sword of Truth novels by Terry Goodkind.
Finally I would like to give a special thanks to my D&D gaming group who helped me with mechanics advice, put up with my incessant questioning, and whose conversation provided the random bursts of inspiration I needed to put this all together and give the theme meaning. Thank you Sanaz Samantha Ex, Erik Seguinte, Darren Calvin Roenfans, Christopher Michael Everett Foster, and most of all to our very patient DM Jeff Chan.
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright [2018] by Peter Saba-Norton and published under theCommunity Content Agreement for Dungeon Masters Guild.
Formatting and style made possible due to GM Binder