Bard
Base Class: Bard

Music itself is a magic unmatched and the most powerful weapon, not because of the damage it does physically, but how it stirs whats deep inside, their emotions. No one understands how true this is more than those studying in the school of Emotion. Being able to control an emotion means controlling others’ actions beyond their own will or even what words could ever say.

Music In Your Head

Starting at 3rd level, whether you pluck a string or use your breath, once that first note rings it carries through the air and catches the attention of some of those around you within listening range. Using an action, First choose if you want to encourage or distract and how loud you want to play up to a maximum of 30 feet. Then, with a roll of your Bardic Inspiration Die you can affect that many random creatures within your listening range. To choose the random creatures that cant resist being moved by your invisible art, all creatures that can hear will roll initiative. The number of creatures equal to the Bardic Inspiration Die role at the beginning that rolled the highest on their initiative check will be the chosen creatures to be targeted by this skill. These targeted creatures have the option to choose to make a Charisma Saving Throw to tune your music from affecting them.

 

Distracting music

Distracting music will give a disadvantage on the creatures next ability checks, attack rolls, and saving throws.

Encouraging Music

Encouraging music will give a +1 bonus to ability checks, attack rolls, and saving throws. 

Emotional Mess

In the course of your studies, you have mastered your instrument in more ways then one.  You have learned how to move your musical captives deep within themselves imposing on them an emotion. At 6th level you've mastered 2 emotions of your choice to be able to cast in your music. After playing for 1 minute (or 3 rounds if during combat) you may cast an Inspiration Die to overwhelm the creatures with an emotion. Note: Any creatures that failed ST throughout the process are considered still listening.  

You can also play louder, having the ability to reach out to a broader audience, twice as much, up to 60 feet with your musical ability.

Pull the Strings

Starting at 14th level you can blast your music wide open, upto 100 feet if you choose. You also have mastered emotions and have knowledge of how to play all six emotions. 

Emotions

 

Moving souls is the power of music. At level 6 choose 2 of the listed emotions which the affected creature will be over whelmed with the emotion for 1 minute.

At level 14 you know all 6 emotions and they will last for 30 minutes.

Fear

When the emotion initially floods the creature, they must make a WIS saving throw, on a failed save, anything the creature has in its hands is dropped. While filled with this emotion, a frightened creature must take the Dash action and move away from you by the safest path available on each of its turns. If there is no where to move or hide, the creature will lay prone begging for mercy

Joy

The creature experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief and sadness. This feeling give 5 temporary HP and gives a pep in their step adding extra 10ft to their speed

Love

Once a creature feels this emotion, they become charmed by the first humanoid they see. If they would normally be attracted to the gender and species of that humanoid, they perceive this charm as true love.

Peace / Tranquility

When this emotion fills a creature, the very thought of violence is anathema. They are unable to initiate any violence, although they can take defensive actions. If weapons are in their hands they are repulse by it and only hold on if they need to be defensive. This prohibition on violence includes melee, ranged, and magical attacks.

Rage

In battle, the creature fights with at primal mentality and anger.

While raging, creatures gain the following benefits as long as they aren’t wearing heavy armor:

  • Strength checks and Strength saving throws are done so with advantages
  • When the creature makes melee weapon attacks using Strength, their damage roll gains a bonus that increases based on their level (levels 1-5 +2)(levels 6-13 +3)(levels 14-20 +4)
  • They are resistant to bludgeoning, piercing, and slashing damage.

If they are able to cast spells, they can’t cast them or concentrate on them while filled with this emotion.

Sadness

As long as this emotion has hold of the creature they have disadvantage on ability checks, attack rolls, saving throws. In addition their speed and health points are halved temporarily.

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