Base Class: Bard
The Rhythm Weaver is a bard whose heart is a unique fusion of flesh and mechanics, powered by the very mana that courses through their veins. This half-mechanic heart grants them extraordinary abilities when synchronized with the rhythms of their music. By altering the tempo and style of their melodies, a Rhythm Weaver can enhance their physical prowess in close-quarter combat, becoming a formidable force on the battlefield.
As a Rhythm Weaver, your combat style is defined by your ability to harness the power of rhythm. Whether you need speed, resilience, stealth, or raw power, your heart can adapt to provide the necessary boost. This dynamic combat approach allows you to switch between different rhythms, each offering distinct benefits and enhancing your melee capabilities.
However, the power of your heart comes with a price. Frequent changes in rhythm put a tremendous strain on your body, leading to potential harm. If you push your limits too far, you risk entering a state called "Lost in Music," where your combat abilities are greatly amplified, but you become extremely vulnerable. This high-risk, high-reward playstyle requires strategic thinking and careful management of your heart's capabilities.
Heartbeat Harmony
Synchronize the Rhythm: As an action, you use one bard inspiration die and start jumping in place to synchronize your half-mechanic heart with the music you play. Choose one of the following rhythms to gain its benefits. This effect lasts as long as you continue to play music and ends if you stop. Changing the rhythm during combat counts as an action and causes 1d8 psychic damage due to the strain on your heart.
Allegro (Fast and Energetic): You gain an additional 10 feet of movement speed, and your melee attacks deal an extra 1d6 damage. Additionally, when you take the Attack action, you can make one additional melee weapon attack as a bonus action.
Adagio (Slow and Graceful): You gain temporary hit points equal to twice your Charisma modifier (minimum of 2) at the start of each of your turns. When you are hit by a melee attack, the attacker takes psychic damage equal to your Charisma modifier.
Vivace (Lively and Quick): You can take the Dodge action as a bonus action, and your melee attacks have an advantage against creatures that haven’t acted yet in combat. Additionally, you gain a +2 bonus to AC while you are not wearing heavy armor.
Forte (Loud and Powerful): Your melee attacks deal an extra 1d8 thunder damage, and you have an advantage on Strength checks and Strength saving throws.
Piano (Soft and Subtle): You gain an advantage on Dexterity (Stealth) checks, and your melee attacks are silent, preventing enemies from being alerted to your presence. Additionally, your melee attacks deal an extra 1d4 damage.
Legato (Smooth and Connected): When you hit a creature with a melee attack, you can use your reaction to regain hit points equal to half the damage dealt. Additionally, you gain a +1 bonus to AC.
lost in music
Level 3: Lost in Music
Lost in Music: After switching rhythms three times in a single combat, you enter a state called "Lost in Music," turning you into a glass cannon. While in this state, your melee attack rolls deal additional damage equal to twice your proficiency bonus, but your AC is reduced by 4, and you gain vulnerability to all damage. This effect lasts for the duration of the combat encounter.
Concert
Heartbeat Harmony
As an action, you can expend three uses of your Bardic Inspiration to fill an area within 60 feet of you with a song of your choice through an evocative performance. Choose a song and begin performing; this requires you to remain within a 3-foot radius of your starting point, though you can move and dance within this space. Each minute of your performance counts as one turn of concentration, rounded up. In short, you chose a rhythm from Heartbeat Harmony apply it to your comrades. At the end of your performance, roll a Performance check; on a success you contyniu with another performance without using a Bardic Inspiration. With each song you play your 1 point of Exhaustion ;)
Enduring Performance
If you take damage while performing, you must succeed on a Constitution saving throw to maintain your concentration (as with concentrating on a spell). The DC equals 10 or half the damage you take, whichever number is higher. If you fail this check, the performance ends prematurely.
Melody of Life
Level 14: Melody of Life
Intensified Rhythm: You can now switch rhythms without causing a heart attack, but still need to use an action to do so. You can enter the "Lost in Music" state without needing to switch rhythms three times. Additionally, while in "Lost in Music," the benefits and penalties are doubled:
Your melee attack rolls deal additional damage equal to four times your proficiency bonus, but your AC is reduced by 8, and you gain vulnerability to all damage.
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