Bard
Base Class: Bard

Who cares about mobility? You just want to sit down and enjoy the overwhelming volume of a pipe organ with all the stops out.  You take time to get into gear, but once you set up your Organ, your siege and support music is a sound to behold.

 

*Warning: This subclass is a work in progress*

Summon Organ

When you join the College of the Organist at 3rd level, you gain the ability to convert your portable wind instrument (e.g. flute, pan pipes) into a proper Organ.  You may do this a number of times equal to your charisma modifier + your proficiency bonus per long rest.  It will remain until either destroyed or an action is spent to disassemble it.  In either event, the Organ returns to the form it had previously.

Organ Stats:
The Pipes are made of immovable rods, but these Pipes cannot support the weight of the organ, let alone the player.
HP: [Bard Level] x (1d4 + [Con Mod] + [Cha Mod]), re-rolled every time it is summoned
AC: 15
Immunities: Piercing, Cold, Poison, Necrotic
Resistances: Force, Blunt, Wind
Weaknesses: Fire, Slashing, Acid
saving throws: Always non-critically fails
Dimensions: 5ft wide, 5ft deep, 10ft tall.  Player is considered inside the bottom cube, with full cover from the front, no cover from behind

Melodies of Power

Also at 3rd level, you learn how to play your organ.  You learn not merely the tunes for entertainment, but you learn that certain melodies have innate power within them. These melodies have the power to turn the tide of battle.  The longer you play them, the more impactful they are.  Once your Organ is set up, you can spend bardic inspiration to play a Powerful Melody.  At the third level, you learn two Melodies, and you discover more at higher levels.  These may not be swapped out, only added to.  Learn 1 more at each even level from 6 onward.

While playing these Melodies, you must use your action to continue to play each round, and you have no reactions.  You may attempt a cantrip as a bonus action (provided it requires only verbal components).  If it requires the target to hear you, cast it at disadvantage (organs are loud, after all).

7 Pillars of Wisdom

While you play this melody:

  • A dust storm forms around you as you play, in a cylinder of size ([bard level] x 5ft) tall, (([round number] + Proficiency Bonus) x 5ft radius), making no sound, doing no damage, but reducing visibility within to 0ft. (blindsight and tremor-sense not affected)
  • Up to ([charisma mod] + [Proficiency bonus]) chosen creatures who hear the Melody and are within the dust storm can sense the location of the nearest hostile within the storm.  For purposes of ranged attacks, hostiles are considered to have half cover.
  • Any Rogues targeting from within the dust storm gain advantage on ranged attacks

Ballad of Davy Jones

Your longing Melody of a Man with Two Loves causes your enemies to lose the will to fight, or possibly to fight without reservation...

While you spend your action to continue playing this Melody:

  • All sentient non-undead enemies who hear make a Wis saving throw (Spell save DC). On a Fail, they stop and cry.  On a success, they recklessly attack the closest opponent (see Barbarian class for rules).  No impact to undead, no impact to creatures with an int score below 4.  You may protect yourself and up to [charisma mod] creatures from being affected from either outcome.
  • Within a 10 feet x [round number] radius cylinder, it begins precipitating (DM discretion whether rain or snow based on temp). Not applicable if indoors.
  • When a creature hears this Melody and is getting rained upon, they acquire vulnerability to lightning damage (Immunity downgraded to resistance, resistance downgraded to normal), and receive +1 to hit on ranged attacks involving lightning damage (spell or weapon)
  • When a creature hears this Melody and is getting snowed upon, they acquire vulnerability to cold damage (Immunity downgraded to resistance, resistance downgraded to normal), and receive +1 to hit on ranged attacks involving cold damage (spell or weapon)
  • Creatures who hear this gain +1 to damage rolls using liquid water (not ice)

Bleacher Feature

You have studied the impact of many little ditties to the human psyche.  Rather than one single Melody, this is a conglomerate of odds and ends to hype up your teammates.

During each round (considered to start with your turn) in which you continue to spend your action to play this Melody:

  • Rally Cap: For your allied creatures who can hear you, when their Ally to have their turn most recently (who does not themselves need to have heard the organ) hits with their weapon, unarmed strike, or melee or ranged spell attack (non-AoE), +1 to their own to-hit with a weapon, unarmed strike, or spell. Every third round, extend the hit chain back up to one more ally (in order to get +1, the most recent must have hit.  If the preceding one also hit, add another +1).  A spell without a to-hit roll, a missed attack, or a turn without an attack will end this rally streak.
  • Down to our last Strike: When an ally is reduced to one HP, give them advantage on their next attack roll.  One use per 27 rounds (counter resets on use).
  • Charge!:  Temporarily grants the charger feat to [round/3 (rounded down)] characters of your choice who can hear you.

Bringer of War

When you play this Melody:

  • Up to [charisma + proficiency] allies gain +1 to damage rolls. Every 5 of your turns, increase the bonus by 1.
  • Roll a d4 every 5th turn.  Up to [charisma + proficiency] allies gain:
    • 1: Resistance to Slashing damage
    • 2: Resistance to Piercing damage
    • 3: Resistance to Bludgeoning damage
    • 4: Advantage on saves against spells
    • These will stack into immunity if a 1, 2, or 3 is rolled more than once in an encounter.
    • Advantage will also stack if a 4 is rolled more than once in an encounter.

FEAR

The imposing sound of the Imperial march strikes fear into the hearts of all who hear it.  You can almost make out the sound of heavy breathing in the haunting sound of the Organ...

During each round (considered to start with your turn) in which you continue to spend your action to play this Melody:

  • At the start of each turn, all enemies who can hear your music must make a wisdom save (DC = [round] + [CHA] + [proficiency]).  On a fail, they attempt to flee, disregarding all other combatants.  
  • All Necromancy spells and cantrips are cast with advantage (or, their spell saves are attempted with disadvantage) by those who hear your music (friend or foe)
  • All Necromancy wizards, Death domain clerics, Oathbreaker paladins, Blood Hunters, Warlocks (Fiend, Great Old One, or Undead patron), and Tieflings:
    • Granted advantage on Intimidation rolls
    • May spend their action to cause an intimidating aura: All creatures within [5 feet x (number of rounds since this was last used)] who can perceive the caster must make a WIS save (spell save DC) and a CON save (spell save DC).  On failed WIS, take 1d6 psychic damage.  On failed CON, take 1d6 necrotic damage.

Freeze Frame

During each round (considered to start with your turn) in which you continue to spend your action to play this Melody:

  • Every round on your turn, up to [charisma mod + proficiency] enemy creatures who can hear your music are blasted by a wall of sound, disrupting their thoughts.  They make a Wis save (DC = 5 + ((round/2) (rounded down)) + CHA + proficiency).  On fail, their muscles lock up, and they cannot move.  If they were maintaining flight by non-magical means, they fall.  Attacks against immobilized targets have advantage.  On their own turn, an immobilized creature may make a DC 10+[round/5 (rounded up)] CON save as a bonus action to regain mobility.  On your turn, anyone who is still immobilized regains mobility, but if they are re-targeted, they make the save with disadvantage.

Hallelujah

"King of Kings, Lord of Lords, who reigns forever and ever!"

The God(dess) of your choice hears your praise and bestows blessings upon you and yours.  You and up to [your charisma modifier + proficiency bonus] allied creatures who can hear you receive the following benefits during each round (considered to start with your turn) in which you continue to spend your action to play this Melody:

  • At the start of their turn, they receive [round number] temp HP (does not stack from round to round)
  • When that happens, a brief flash of radiant light grants the temp HP: Any undead within 5 feet of the benefitting creature takes 1d4 radiant damage.  Every 5th round, increase the range [5 feet] and the damage [1d4].
  • Any Paladin or Cleric who follows this deity may choose to instead of receiving the temp HP, receive advantage on their next d20 roll

While playing, you and your organ are surrounded by radiant light.  Any undead who comes within 5 feet of you takes 1d4+proficiency bonus radiant damage.  Every 5th round, increase the range [5 feet] and the damage [1d4]

Ideas are Bulletproof!

While playing this Melody:

  • Up to [charisma mod] + [proficiency bonus] creatures become immune to all forms of damage.  Keep track of all damage they would have taken separately
  • Those same creatures receive 5ft of movement speed (in any and all ways they already had a non-zero moving speed) per round
  • Those same creatures are considered under the effect of the spell Haste (third level), applied every third round (3,6,9,etc.) and stacking effects.
  • All damage to inanimate objects (with the exception of this Organ) doubled

When this Melody ends:

  • All delayed damage is received at once, even if this insta-kills your allies.
  • Any creatures who survive and benefitted from at least three stacked castings of Haste receive one level exhaustion per application after the second.

Intimidation

The menacing sound of a maniac hunched over his organ playing this Melody while oblivious to the world around him sets everyone on edge... 

During each round (considered to start with your turn) in which you continue to spend your action to play this Melody:

  • All who hear have advantage on perception checks involving sight, disadvantage on those involving sound
  • On their turn, each other creature who hears this must make a Wisdom save against your spell DC.  If they fail, they are intimidated by your music. (you may protect up to [your charisma modifier] creatures from this effect.  Intimidated Creatures must make a second Wisdom save (DC = bard level+charisma+round).  On Success, they take their turn as normal.  On Fail, they drop their weapon(s) and cover their ears (if possible).  If they were flying, they fall (disregarding any abilities which might say otherwise).

Lullaby

While you are playing this Melody:

  • On their respective turns, any completely biological creature who hears this Melody must make a Wis Save ([round number] + [Charisma Modifier] + [Proficiency Bonus]).  On Fail, they fall asleep where they stand.  They fall prone.  If they were flying by any means, they fall, although they will wake up upon contact with the ground (whether or not they received falling damage).  They can be awakened by taking damage, or passing the save on their next turn.
  • You may grant yourself and up to [charisma mod] + [proficiency bonus] creatures a nat 20 on the Wis Save.
  • If a creature hears this Melody and cannot roll a pass on the save (i.e. 20 + [Wis Mod] < Save DC), they auto-pass out, and begin a long rest
  • Immunity to Charm does not save you from this song, but it does grant you advantage on the saving throw.

When this song ends, any creatures who are still asleep remain that way for 1 hour per consecutive fail (max 10 hours) or until they take damage.

Mighty Fortress

Calling upon a God of protection, you enhance your comrade's ability to not take a hit

While you spend your action to continue playing this Melody:

  • You, your organ, and up to [charisma modifier] creatures gain +1 AC.  Every 5th round, increase bonus by 1.
  • Does not help unconscious creatures

Power of the Ancient Force

Unleash the Ancient Magics! Let Chaos Rule!

While you play this Melody:

  • All attacks (whether physical or magical) made by those who hear you will have their damage type overwritten as follows: roll a d8, and use the resulting damage type:
  1. Poison
  2. Necrotic
  3. Acid
  4. Cold
  5. Wind
  6. Fire
  7. Lightning
  8. Force
  • Any attacks which would normally deal multiple types of damage shall roll for both overrides separately.
  • Metamagic points may be spent (by those who have them) after the roll to consciously choose a specific type of damage.
  • All spells or cantrips cast will result in a roll against the Wild Magic table from the Wild Magic Sorcerer subclass.

Ride of the Valkyries

While playing this Melody:

  • Up to [Charisma Mod] + [Proficiency Bonus] chosen creatures gain ([Proficiency Bonus] + [Round Number]) x 5ft of magical Flying Speed

When you stop playing this melody, any allies who were in the air and can no longer fly are susceptible to falling damage if far enough from the ground.

United We Stand - Divided we Fall

The whole is greater than its parts.

While you spend your action to continue playing this Melody:

  • Any creature who hears this has +1 to AC per adjacent ally
  • Any creature who hears this has +1 to to-hit rolls per adjacent ally
  • Any creature without an adjacent ally has -1 to AC, -1 to to-hit rolls
  • Every tenth round, increase buff/debuff by 1

Quick summoning

At 6th level, you have learned more about how your organ works.  When you summon your organ, it only costs a bonus action.  You can still not start your Melody on the same turn that you summon your organ.

Beethoven's 9th

You no longer need to hear your own music for you to be able to continue playing your Melodies.  Others may still need to hear them to benefit from (or be hindered by) them, but you can play on.  While under the effect of Silence, the pipes on your organ glow golden, providing dim light in a 10ft radius.

Effortless Skill

Starting at 14th level, when you are maintaining your Melodies, it only requires a bonus action on your turn.  It still costs your reaction, and you still can only cast spells or cantrips with verbal components while playing

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2021 3:38:10 PM
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Coming Soon

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