Bard
Base Class: Bard

College of Innovation bards can have magically bonded instruments. They are expert craftsmen, and are superb in instrument creation, and have discovered how to imbue magic into their instruments.

Bonded Instrument

When you choose this college at lv.3, you gain a magically bonded instrument. This instrument can be an instrument from the Player's Handbook, but can also be a Guitar, Bass Guitar, or Drumkit. You have proficiency with this instrument. It can have any appearance or sound that you choose. You can change the sound with a Bonus Action. Additionally, as a bonus action, you can summon this instrument to an unoccupied space within 20 ft. of you. While playing this instrument, you have advantage on Charisma (Performance) checks. Finally, when you play this instrument it can be heard in a 1,000 feet radius. As a bonus action on your turn, you can decrease this radius by 100 ft.

Instrument Creation

At 3rd level, you learn how to create instruments. You gain proficiency with woodcutters' tools. You can use these tools to craft instruments. To craft one, you make progress 10 GP increments per day. This cost covers all expenses, such as materials. 

Frighting Music

At 6th Level, you can use your action while playing your bonded instrument to frighten your enemies. They must make a Wisdom saving throw against your spell save DC. If they fail, they are frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, on a success ending the effect. You can use this a number of times equal to your Chraisma modifier.  You regain all uses after a long rest.

Instrument of Storms

At 14th level, you can summon storms from your very instrument. Once per long rest, you can use an action to summon a storm. When you do so, a circle of clouds appears above your instrument. For your next 3 turns, you can use your action to force an enemy to make a Constitution saving throw against your spell save DC. On a fail, they take 5d6 Thunder damage. Additionally, during these 3 rounds, you can take an action to make a bolt of lightning shoot from your instrument at one target of your choice. They must make a Dexterity saving throw against your spell save DC. One a fail, they take 3d6 Lightning damage. One a success, they take half as much.

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