Oswin
Whispers Bard (Leigh)
Companion/Pet:
Great eared nightjar (hawk stat block?) because they look like dragons but are birds.
Named him Chupy. (Apparently in some cultures nightjars are called goat suckers so naturally the chupacabra comes to mind.)
WHISPERS BARD:
Rereading the Words of Terror, it’s not as bad as I thought because the main benefit of the level is Psychic Blades–the use of bardic inspiration to add psychic damage to hits. However, the criteria for Words of Terror remains so edge-case, I don’t see it has any chance of being applied.
Fixing that:
WORDS OF TERROR
You can spend FOUR consecutive rounds (instead of 1 minute) to produce the effect (Wis Saving throw against your spell DC). The fear effect, duration, and criteria by which it may end early are unchanged.
All you need to do is be able to whisper to the creature, so I’ll stipulate that this effect can be accomplished using a *Message * cantrip or with in-person whispers or both. The effect fails if the attempt is interrupted during the 4 rounds.
You add *Message * to your cantrips known, and it does not count against the number of cantrips you may know. This just makes sense for the College, in any case.
Once you an attempt to use Words of Terror, whether the target succeeds in its save or not, you can’t use this ability again until you finish a short or long rest.
Oswin’s Anger Management Problem
**Enraged: **When taking damage from an attack or spell, Anger Management becomes a risk and you must roll a save to avoid becoming enraged. It may also be risked if a creature irritates you in some way, at your discretion. If the damage is anticipated and you are braced for it, you can take advantage on the save from the damage. If you succeed, you do not have to roll again in the same combat encounter.
When you are damaged or irritated: At the beginning of your turn, make a DC 10 WIS save, with Advantage if you’ve already been enraged today, with Disadvantage if rolling a save after your first success in the same day. **Enraged grants Advantage on your physical attacks and +2 to damage. While* enraged, you cannot cast spells or maintain concentration on spells. *Enraged lasts 1 minute, and ends early if you are not damaged and not attacking for 1 round.
For 10 minutes after recovering from being enraged, you can roll Insight and Perception checks at advantage.
The DC resets to a flat 10 after a long rest.