Bard
Base Class: Bard

Forged by Melding the arcane arts of the artificer and sonic jubilation of Bardic performance. Remygold Dondarling honed this bristling magic under the Guidance and tutelage of his adoptive father, Boreygard Terrigan Von-Flirtsworth III Esq. This new school of Bardic Magic was founded on the dream of Artificer constructs and Bards Performing in perfect harmony. Students of the College of the Steel Symphony value ingenuity and experimentation above all else. Always striving to be inventive and fueling their creations with the inspiration they derive from their endless hours of Practice and tinkering. In chaos they strive, turning the battlefield into their personal concert hall. Striking compatriots and foes alike with awe inspiring performances. Using arcane synergy and their strong creative bonds, they devote their lives to research and practice. Hoping to master unique musical abilities that have yet to be seen by the Nine Realms.

"Who needs a band when you can just make one?"

Arcane Composer

When you reach 3rd level, your experiments with magic have paid off in a number of ways. You have honed your ability to inspire those around you, and discovered how to imbue your arcane creations with the power to inspire by channeling your magical energy. You Gain Proficiency with smiths tools and tinkerers tools and begin learning composition. Your tinkering and musical prowess have borne you a faithful Automaton companion, the Steel Accompaniment. It's friendly to you and your companions, and it obeys your commands. You determine the Accompanists appearance, how it is constructed; and which instrument(s) it will embody. These choices Don't effect its game statistics

Composition Techniques

Bustling Rhythm: At the start of combat, you can choose to roll a d6, 1-3 is a failure 4-6 is a success  If you succeed, your Steel Accompaniment gains 1d6 bardic inspiration die that it can immediately give to you or a companion within 30 feet. If this die is not used it disappears at the end of the recipient's first turn. If you fail, you take 1d4 psychic damage 

Brilliant Measure: Twice a day when you cast bardic inspiration, you can choose to roll a d6, 1-3 is a failure 4-6 is a success. If you succeed, choose two creatures within 60 feet of you that can hear you. Each creature gains 1 Bardic Inspiration die. If you fail, you take 1d4 psychic damage. 

Steel Accompaniment

In combat, the Accompaniment shares your initiative count. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel Accompaniment returns to life after 1 minute with all its hit points restored. 

At the end of a long rest, you can create a new Steel Accompanist if you have smith's tools with you. If you already have Accompaniment from this feature, the first one immediately perishes. The accompanist also perishes if you die. See full in game statistics in the Steel Accompaniment stat block. 

 

"A glimmering group of ambitious automatons!"

 

Arcane Conductor

At 6th level, you truly begin Deepening your bond with your Accompaniment. improving your performance and inspirational abilities. you Learn several ne techniques and you gain advantage on Charisma and Performance checks.

Conducting Techniques

Glorious Cacophony: At the beginning of combat if you succeed a Bustling Rhythm roll, you with Your Accompaniment, increasing accompanist bardic inspiration die from d6 to d10. 

Inspiring Pizzicato: If you Succeed a Brilliant measure roll you may use your reaction to expend any number of Bardic Inspiration die to creatures who can hear you, or your Accompaniment.

fabulous Staccato: Your Need to perform leads you to jump in head first, Giving you a keen sense to sang and inspire before a battle even starts. During the first round of combat, regardless of initiative placement, you may expend your reaction to cast bardic inspiration on a creature you can see and that can hear you. 
(This skill is not affected by Strong Performance.) 

Confident Extemporization: Once a day you can Improvise with your Accompaniment, giving you a confidence counter. you can expend a confidence counter to gain one of the following effects; use a modifier equal to 1d4 times your bard level, instead of your strength or dexterity modifier for your next melee weapon attack, Alternatively, add your Performance PB to any skill check, attack roll, or saving throw. At 10th level You Gain an additional confidence counter, and a third at 14th level

Concentrated Crowd: You command your steel accompaniment to control the audience and stop interruptions during the performance. 3/day command Accompaniment tp cast Silence on 1 target as an action. 

Sudden Sonata 

At 8th level, you can command your accompaniment to take a solo. Accompanist enters stasis for 5 minutes or 3 combat rounds. After the stasis is complete the Accompanist awakens in a flurry of illusory music notes that rise out of it and surround 6 target creatures. 

A creature surrounded with the music can use a bonus action to absorb the melody, Gaining temporary hit points equal to 1d6+your Charisma modifier. Alternatively, the notes can be used to gain advantage on a chosen ability check, saving throw or attack roll. The notes Dispel once used, or if the player loses 10 Hit points 

 

"Contagiously charismatic composition!"

Maestro of the Steel Symphony

At 14th level you have become a master of conducting your Steel Orchestra, unlocking their full potential. 

Organ of Boreygard

Once a day, using an action and a Bardic inspiration point, choose a 10-foot by 10-foot area you can see, you create an illusionary construct of a pipe organ that lasts until the end of your next turn within the chosen area. As the organ enters the battlefield it creates a sonic boom in a 30-foot circle that deals all enemies within the vicinity psychic damage equal to your performance PB. You also choose 3 targets; the organ surrounds them with a glorious crescendo they each roll a d20 and gain that many hit points  

At the start of your next turn, you, your companions, and your orchestra can harmonize with the organ, creating a momentous cacophony of wonderous proportions. Each member of your party rolls 1d12 (if your party has less than 5 members, roll d20s instead), combine the total. All enemy creatures in a 60-foot radius are dealt psychic damage equal to the party roll total + your Performance PB, and healing all allies in a 60-foot radius hit points equal to your performance PB. All enemies hit by this sonic blast must make a DC18 charisma saving throw, if they succeed, damage is reduced by 1d20 

The Organ has an AC of 20, 10 hit points and is Immune to Magic.

Favor of Remygold

You Channel everything within yourself to give the performance of a lifetime.
(This skill can be activated at any time for free, but can only be used once during a lifetime)

You expend all your available Bardic inspiration points to automatically succeed any dice roll, All members of your party Feel an intense wave of relief and comfort, immediately gaining the effects of a Long rest. After the Favor of Remygold has been called upon, your turn automatically ends and you fall asleep for 1 turn.

 

 "A truly splendiferous pack of performers!"

 

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