Base Class: Bard
Bards of the College of Symphony are adept at composing masterful melodies and entrancing pieces, their creations are resonant and powerful enough to impress even the most critical connoisseurs with their music. Commonly found to be an incredibly rare group of bards to come across, the only traces of most known College of Symphony bards are their coveted compositions that many musician worth their salt would pay to play. Indeed bards of the College of Symphony can produce such gripping tunes that its magic can even affect reality.
Most bards of this college seek to chase the pinnacle of music in both theory and practice, and thus travel the world to find new techniques and styles of music to combine with their own art style. As such, these bards are usually beholden to none, and live for what they themselves deem is worth living for.
The college's members often chance upon each other in theatres for the arts briefly, where they may exchange knowledge and practices of different styles of music, or judge and criticize works together. Such meetings are usually fleeting but other times, long lasting bonds are made over the subject of music
Symphonic Chord
Starting when you choose this college at level 3, you learn how to compose resonant music with magic on the fly to influence a fight. You can use an action to expend a bardic inspiration die to begin constructing a melody called a Symphonic Chord which lasts 1 minute.
When you expend the die, you choose one of two types of chords as your framework: Major or Minor.
You gain a number of Symphonic Chord notes equal to your charisma modifier which you use to charge your Symphonic Chord and its effects. These Symphonic Chord Notes can only be used when the Symphonic Chord is active. On each of your subsequent turns, you can use an action, bonus action or reaction to produce an effect specific to the chord you chose, expending a Symphonic Chord note for every use. Your Symphonic Chord ends once the full duration passes, you are incapacitated, if one full round passes without you using it, or once you expend all charges of your Symphonic Chord notes. All effects have a range of 60 feet and use your spellcasting DC if it requires a saving throw.
Major Chord
You invoke powerful positive emotions from joy and determination to subtler variants such as bitter sweetness with your music.
As an action, you can quicken the healing of one creature in range, allowing them to expend a hit die to regain hit points equal to the maximum roll of their hit die. At 14th level, the creature can add its Constitution modifier to the roll.
As a bonus action, you can invigorate a creature that can hear you within range. That creature gains an additional 10 feet movement speed until the end of their next turn.
As a reaction, when a creature that can hear you within range takes damage, you can grant them temporary hit points equal to 1d4 plus your charisma modifier. You can't target a creature you've already targetted in a previous round again until you target another one with it. Once you reach 14th level, the d4 becomes a d8.
Minor Chord
Your symphony instills more somber emotions, slowing battles down or keeping your allies grounded in realism.
As an action, you target a creature within range that can hear you who is charmed or frightened. That creature is cleansed of this effect and gains advantage on saving throws against these effects until your Symphonic Chord ends.
As a bonus action, you can force each creature within a 10-foot cube centered on a point within range that you can see to make a Wisdom saving throw. On a failed save, they have their movement speed reduced by 10 feet and have a penalty to their Dexterity saving throws and AC equal to half your Charisma modifier(rounded down) until the end of their next turn.
Story Symphony
At level 6, your complex melodies have a deeper meaning than what is heard on the surface.
Twice per short rest as an action, you can create a bond with any creature within 30 feet of you. Whenever you play an instrument or sing, your melody can contain hidden messages that only the bonded creature can understand (this works similarly to thieves' cant).
The bond lasts for 10 minutes or if the bonded creatures is ever more than 60 feet away from you.
Second Movement
At level 6, your pieces become more intricate, and can flow between chord types fluidly to amplify to texture and quality of your symphony as a whole.
You gain two extra options for your Symphonic Chord:
Augmented Chord
Your melodies are surreal and don't seem to quite settle into reality, unstable and inspires unsettling emotions.
As an action, you can cast Phantasmal Force on a creature in range that can hear you. The spell does not require concentration but ends at the start of your next turn. A creature that succeeds on the initial saving throw has advantage on the save for all subsequent castings of the spell on them using this action.
As a reaction, whenever a creature that can hear you in range makes an attack roll, you can roll a d2. On a 1, the attack roll takes a penalty equal to a roll of your bardic inspiration die, on a 2, the attack roll gets a bonus equal to a roll of your bardic inspiration die.
Diminished Chord
Your melodies create tension and stress in those who hear them.
As an action, you can force a creature that can hear you in range to make a wisdom saving throw. On a failed save, choose two different abilities. The creature has advantage on saving throws for the first ability and disadvantage on saving throws for the second until the end of their next turn as they become overly wary.
As a bonus action, you can force a creature that can hear you in range to make a wisdom saving throw. On a failed save, they take psychic damage equal to 1d8 plus your charisma modifier and become frightened of one creature of your choice within 60 feet of itself until the end of their next turn. A creature targeted by this action before within the last minute has advantage on the save for all subsequent uses of this action on them. At level 14 in this subclass, the creature has disadvantage on the save the first time you use it against them.
Additionally once per long rest, the first time you would expend all of your current Symphonic Chord notes, you can spend a bardic inspiration die to instantly create a new Symphonic Chord as a free action, your Second Movement. You can target two creatures for effects that would usually target only one creature, twice, with the new Symphonic Chord.
Third Movement
At level 14, you have the ability to subtly (or not if you wish) build up your Symphonic Chord to a spectacular climax.
After using your Second Movement, once per long rest, should your Second Movement Symphonic Chord end, you can expend a bardic inspiration die to instantaneously enter the Third Movement as a free action, the climax of your piece. If you were to activate this ability as a result of being incapacitated and your Second Movement Symphonic Chord ending, this ability cleanses you of the effect incapacitating you. You cannot use Third Movement if you would be incapacitated due to hitting 0 hit points. The Symphonic Chord and Third Movement effects lasts for one minute. For this Symphonic Chord, you gain twice as many Symphonic Chord notes and it does not end when you are incapacitated.
You create a field of music with a radius of 15 feet centered around you. Creatures within this field gain additional effects based on the chord you chose for your new Symphonic Chord and you can also target yourself with these effects:
Major
Creatures you designate as friendly gain a bonus to their saving throws and attack rolls of 1d4. As long as they have more than 0 hit points, they regain hit points equal to twice your charisma modifier at the start of each of their turns.
Minor
Creatures you designate as friendly are immune to being charmed or frightened and have advantage on wisdom, intelligence and charisma saving throws.
Augmented
Reality bends around you as you destabilize it. At the start of each of your turns, you can cause one creature in the field to take necrotic or force damage equal to your bard level and another creature in the field to regain hit points equal to half your bard level.
Diminished
Creatures you designate as hostile cannot be immune to the frightened condition or psychic damage (immunity becomes resistance) while in the field. The first time a hostile creature enters the field's space or when a hostile creature starts its turn within the field's space, they take psychic damage equal to your bardic inspiration die plus your charisma modifier and must succeed on a wisdom saving throw (DC equal to your bard spellcasting DC) or become frightened until they leave the field.
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