Base Class: Bard
The College of Ballads bards learned to use their bardic inspiration die to begin a ballad. This performance requires concentration, however it effectively boosts your allies!
3rd: Battle Ballad
As a bonus action, you can expend a bardic inspiration die to begin a ballad. This ballad requires your concentration. You can use your bonus action each turn to keep the ballad going, up to one minute.
Each turn you have the song going, roll your bardic inspiration die, each ally that can hear your song gains temporary hit points equal to the roll. Alternatively, they can choose to lose the temporary hit points granted by this feature to gain a bonus to an attack roll, ability check, or saving throw equal to the temporary hit points.
When the ballad ends or you lose concentration on the ballad, all temporary hit points granted by this feature are lost.
6th: Counter Ballad
You can use a bonus action to begin countercharm instead of an action a number of times equal to your charisma modifier.
6th: Salvation Song
When a creature within 60 feet and in your line of sight takes damage that would cause it to drop below 1 hit point while your counter ballad or battle ballad is active, you can choose to end the ballad as a reaction to grant the creature immunity to the damage.
(At 14th level you can end your millennium melody or nightmare melody in the same way to activate the salvation song)
14th: Melody
Once per day, you can play one of the following melodies, but not both.
Nightmare Melody:
You can use your action to begin the nightmare melody. For the next minute, you can use your bonus action to keep the melody going, requiring your concentration. When you start the song, each creature of your choice within 60 feet that can hear the song must make a wisdom saving throw or fall asleep for one minute. Each time a new creature enters the range of your melody you can choose whether they must make the wisdom save or not. Each creature that falls asleep takes psychic damage equal to a roll of your bardic inspiration die on each turn while within range of your melody. If you move out of range of sleeping targets they no longer take psychic damage but remain asleep.
The sleeping creatures wake up if they take damage other then psychic damage, or if splashed with water.
Millennium Melody:
You can use your action to begin the millennium melody. For the next minute, you can use your bonus action to keep the melody going, requiring your concentration. When you start the song, and for each turn you have the song active, allies within 60 feet who can hear the song can make an additional weapon attack when they take the attack action on their turn, and have advantage on one saving throw each round.
Previous Versions
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5/2/2022 10:00:49 AM
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5/16/2022 11:58:51 PM
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5/17/2022 12:01:29 AM
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4/24/2023 11:45:51 PM
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5/2/2023 9:33:24 PM
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2/18/2024 12:25:00 PM
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4/22/2024 8:00:50 AM
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