There is no time for the usual pleasantries with this post – I’m onto something big. For over 40 years, you have been lied to. The “god” of secrets, a patron of the undead and secretive wizards, is a fraud. Through elaborate machinations, both within his plane and yours, he has built a false rapport with an organization that worships him as a keeper of knowledge. This alleged god isn’t actually a deity, nor is he even a wizard.
Think about it – wizards are atrocious at keeping secrets and spreading lies, and their magical knowledge is limited to a very specific field. There is only one master of the arcane who dabbles in all branches of magic, for whom convincing lies can flow like water from a faucet. That’s right, he is a bard. He keeps this from you, even from those loyal to him, so that none will tread the path he has already taken for himself.
I hope by sharing this documentation that I can at least dispel some of the damage done by the servants of this false deity, as knowledge is power, friends. I hope you use this information well, and that it has reached you before it’s
College of Conspiracy
There are no bards within the College of Conspiracy. It is a fiction produced by enemies of the god of secrets. Were it to exist, a bard of the College of Conspiracy would be a ruthless glutton for knowledge, stopping at nothing to collect secrets both magical and mundane to further their own agenda, leaving in their wake a convoluted web of lies so tangled that none will ascertain their true nature.
Contagion of Falsehoods
Starting when you join this bard college at 3rd level, the rumors and deceits that you share have a tendency to metastasize. When you succeed on a Charisma(Deception) check against a creature’s Wisdom(Insight) or passive Insight, whenever that creature speaks to another creature, the lie spreads. For the next 24 hours, each creature speaking to the original target of your lie believes the deception as though they too had failed a Wisdom(Insight) check.
At the GM’s discretion, this lie can still be found out through the discovery of contrary evidence, which can easily be found to disprove flagrant lies.
Also starting at 3rd level, you may use your oratory skills to falsify the resilience of you and your allies. After you or a creature within 60 feet of you that can see or hear you takes damage, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die. The creature gains temporary hit points equal to the damage taken, plus the number rolled.
At 6th level, you learn to conceal your true nature, hiding your identity behind illusions and silencing those who can see the truth. If you did not know it already, you learn the disguise self spell. If you already knew the disguise self spell, you may select another 1st level spell from the bard spell list to learn.
When an effect on you would change based on your creature type, you may choose your creature type for the purposes of resolving the effect.
Additionally, if a creature succeeds on a Wisdom(Insight) check to oppose your Charisma(Deception) check, for the next 10 minutes, it cannot communicate in any intelligible way.
Starting at 14th level, in order to acquire the secrets of the planes, you’ve learned to create a pair of artifacts, a false hand and eye which you seed into rumors and legends as items of truly devastating power. You may spend a day crafting an Eye or Hand, and can only make a new Remnant if the previous one is destroyed. In order to use these artifacts, a humanoid creature must replace their own eye or hand with the artifact. The ambitious bearers of these artifacts become subtly bound to your will, even over great distances. The bearer cannot target you with any attack, nor can they subject you to any effect which requires a saving throw if you are not willing. You may cast any spell with a range of touch on a creature using a Remnant, regardless of distance. Additionally, the two remnants confer the following benefits:
Eye. A creature bearing the Eye gains truesight. When you close your own eyes, you can see and hear anything that the bearer can. If the bearer witnesses a spell being cast that you do not know, you may cast it as though you knew it for 24 hours.
Hand. When a creature bearing the Hand makes a melee spell attack or a melee weapon attack using the Hand, it deals an additional 2d8 cold damage. If you make an ability check with a skill using Strength, Dexterity, or Constitution, you may use the bearer’s bonus to the ability instead of your own. When you cast a spell, you may deal the bearer 2d8 necrotic damage to reduce the spell slot level used by 1(to a minimum level of 1).
If either Remnant is removed from its bearer, the bearer immediately takes 8d8 necrotic damage for each Remnant removed. This damage cannot be resisted in any way. If this damage reduces the bearer to 0 hit points, they die immediately.