TEXT:  
  Bard Colleges 
  The way of a bard is gregarious. Bards seek each other out 
  to swap songs and stories, boast of their accomplishments, 
  and share their knowledge. Bards form loose associations, 
  which they call colleges, to facilitate their gatherings and 
  preserve their traditions. 
  College of the   
  Forbidden Play 
  How can you describe that masterful stage play? Its 
  compelling characters, its engrossing setting, and its 
  enigmatic motifs wormed their way into your brain as soon 
  as you read them. You only read an excerpt―little more 
  than a fragmentary passage on decaying parchment―but its 
  effect on you was none the lesser. For weeks afterward, you 
  dreamed of the enigma at the center of the play, the dreaded 
  King in Yellow, and strained your mind to imagine the 
  play's conclusion and the secrets left untold in its earlier 
  acts. 
       Soon you had resolved yourself: the play should be 
  made complete. Donning a yellow mask and clutching 
  tightly to your carcosan page, you took the first of many 
  steps to join the College of the Forbidden Play. This 
  college, very much a disparate troupe of actors, seeks to 
  compile the play in its entirety and act out its scenes, no 
  matter what horrors they might entail. 
  Dramatic Flair 
  Starting when you choose this college at 3rd level, you 
  convince others with an actor's flourish. When you make an 
  ability check to interact with another creature, you can 
  spend a Bardic Inspiration die to make a Charisma 
  (Performance) check as well. If this Performance check is 
  beats the ability check's DC, you succeed as if the ability 
  check was successful.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pale Masque 
  By 3rd level, much like the Yellow King, you wear a mask 
  that grants you intrinsic anonymity. Before you socially 
  interact with a humanoid while wearing the mask, you can 
  use your action to cloud its thoughts. The target creature 
  makes a Wisdom saving throw against your spell save DC. 
  On a failed save, the creature will not remember any details 
  about you, nor will it remember any details of the 
  conversation you have for the next minute. Once you use 
  this ability, you can't use it again until you finish a short or 
  long rest. 
  Unsettling Imitation 
  Starting at 6th level, you can use your bonus action to adopt 
  the demeanor of a creature you can see within 60 feet. Until 
  the beginning of your next turn, you emulate that creature's 
  actions, copying its motions and moving at the same 
  moment. 
       Whenever the target moves, you can also move up to the 
  same distance. If the target attacks, you can use your 
  reaction to make one melee weapon attack. If the target 
  casts a spell, you can use your reaction to cast a cantrip. A 
  humanoid target has disadvantage on attack rolls against 
  you, and you have advantage on saving throws against 
  effects it causes. 
  Inverted Yellow Sign 
  By 14th level, at long last, you have connected the tenuous 
  threads of the Lost City of Carcosa, the enigmatic Yellow 
  King, and his yellow sign. You can cast the spell yellow  
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  sign as if it were a bard spell for you. This spell doesn’t 
  count against your spells known.  
       Additionally, you can invert this sign when you cast the 
  spell, paradoxically impelling all who see it to become 
  infatuated with you. When you do so, instead of the normal 
  effects of the spell, each creature within 30 feet of you must 
  make a Wisdom saving throw. On a failed save, for the 
  next minute, a creature can’t willingly move further away 
  from you and has disadvantage on attack rolls against you. 
  A creature can repeat this saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  New Spell 
  The following spell is derived from forbidden knowledge 
  and secrets lost to man.  
  Yellow Sign 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You trace in the air the insidious symbol from Lost 
  Carcosa, the yellow sign, where it hangs for a long moment 
  in a sickening yellow light. Each creature you choose 
  within 30 feet of the sign must make a Wisdom saving 
  throw. On a failed save, a creature takes 6d6 psychic 
  damage, or half as much on a successful save. Aberrations 
  take no damage from this spell. The sign fades at the end of 
  your turn. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the yellow sign lingers longer in 
  the air. The duration of this spell increases by one round for 
  each slot level above 3rd and requires that you maintain 
  concentration on it. If this spell is active at the beginning on 
  your turn, you can use your action to cause each creature 
  within range to make another saving throw against it, 
  taking damage as normal on a failed save. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/College of the Forbidden Play.pdf