College of Delirium
To most, music is a comfort. A performance is a story with a beginning, middle, and end. But to bards of the College of Delirium, order is a lie told to keep the mind from breaking. Their song unravels sanity, tears apart logic, and bends perception until enemies don’t know friend from foe, up from down, or real from imagined. Their work is not performance—it is affliction.
Bards of Delirium walk the line between genius and madness. Some are mystics who dream too deeply. Others are carnival performers, alchemists of mind-altering sound, or vessel-voices for unknowable forces. They inflict their vision upon others, dragging them into dream-logic mazes, surreal revelations, or recursive patterns of thought. A fight near a bard of Delirium becomes unpredictable: the battlefield warps, allies forget their purpose, and enemies turn on illusions or speak in tongues.
Where other bards seek to clarify, the College of Delirium seeks to confuse. Not with deception—but with raw, immersive, and consuming disorientation.
Disorienting Performance
3rd-Level Bard (College of Delirium) Feature You learn to warp the perceptions of others through erratic performance. As a bonus action, you can begin a Delirious Display, which lasts for 1 minute or until you are incapacitated. While it lasts, choose one effect at the start of each of your turns (no action required):- Warped Vision: Choose one creature you can see within 60 feet. That creature must succeed on a Wisdom saving throw or perceive all other creatures as distorted and hostile until the end of its next turn. It has disadvantage on attack rolls unless it targets the last creature that damaged it.
- Echo Pulse: When you cast a Bard cantrip that targets only a single creature other than you, you can use your reaction to target a second creature within 10 feet of the original target. You must repeat the attack roll or saving throw as normal for the second target.
- Lurching Step: All movement you take is considered Shifting.
