Base Class: Bard
Bards of the College of Melodies are rare but powerful knowing songs from the Ancient past when the world was created and can recreate these Time lost Songs know as "Dimenticato Potentiae" these bards are know for being keepers of balance and knowledgeable beyond their ages they are taught by a single mentor not a college these songs are secrets passed down throughout time each one of the songs encompasses a single element such as Time or Nature
Dimenticato Potentiae
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Melody of Silva (lyre, Lute, Viol)
Passive all terrain within a 15ft radius is considered difficult terrain for anyone besides you or your allies
1st Verse - All allies within 30ft regain 2d8+CHA hp
2nd Verse - All enemies within a 15ft centered within 60ft you can see must make a STR save or be restrained until the end of your next turn
3rd Verse - All allies within 15ft regain 4d8 + CHA hp
4th Verse - all enemies within 10ft radius within 30ft you can see take 2d8 Necrotic damage and one creature of your choice in the 10ft radius can roll a hit dice and regain that many hit points + your CHA
5th Verse - you can the a beastial spirit as per the spell Summon Beast (the spell slot level used for this spell equals your proficiency bonus) this creature last until the end of your next turn unless this was the last verse of the song played in which it stays for 1 min
Ballad of Tempestas (Horn, viol, Shawm)
Passive - Enemies within 10ft of you can not take reactions
1st Verse - Enemies within 15ft need to make a DEX save they take 3d6 Lightning damage on a success they take half
2nd Verse - you make a 15ft radius of ice appear within 60ft of you that you can see any creature in the area or starts their turn in it must make a DEX save or be knocked Prone
3rd Verse - Target an Enemy within 60ft of you takes 4d8 Lightning damage and can not move until the end of your next turn
4th Verse - you target an enemy to incase with the storm if they were concentrating on a spell they lose concentration and are considered deafened and can not use spells that use a verbal component until the end of your next turn
5th Verse - Enemies within 10ft of you must make a CON save on a fail they are incapacitated until the start of your next turn unless this was the final verse played in which case they are paralyzed
Forte Toccata of Ignis (Drum, Lute, Flute)
Passive - Enemies within 15ft of you starting or ending their turns take 1d6+CHA fire damage
1st Verse - An Enemy within 30ft must make a DEX save they take 3d6 Fire damage on a success they take half
2nd Verse - Two Enemies within 30ft must make a DEX save they take 3d6 Fire damage on a success they take half
3rd Verse - All Creatures in a 20ft radius you can see within 60 ft must make a DEX save they take 4d6 Fire damage on a success they take half
4th Verse - All Allies within 15ft are emboldened by your flames they gain Temp hp equal to your Bard level + CHA modifier, and resistance to fire damage until the end of your next turn
5th Verse - All Creatures in a 20ft radius you can see within 60ft must make a DEX save they take 4d6 Fire damage on a success they take half unless this was the final verse played in which case each creature takes 8d6 fire damage
Aria of Ventus (flute, Shawm, Lyre)
Passive - any ranged or spell attacks made at you or within 15ft of you have disadvantage
1st Verse - Allies within 30ft of you gain an additional 15ft of movement speed until the end of your next turn
2nd Verse - all Enemies within 15ft must make a STR save or be knocked 15ft away from you and knocked prone
3rd Verse - Allies within 15ft of you gain a fly speed of 30ft until the end of your next turn
4th Verse - An Enemies must make a STR save or is lifted into the air 5ft this turn and suspended Restraining them on a success and lifted another 10ft on your next turn and then dropped at the end of your turn
5th Verse - All creatures within 20ft radius which is considered difficult terrain within 60ft you can see each creature takes 4d6 magical bludgeoning and is pulled straight into the center they make a STR save on a success they take half and are not pulled if this was the last versed played this radius persist until the end of your next turn causing creatures to make another save at the start of your next turn
Adagio Concerto of Terra (Drum, Horn, Bagpipes)
Passive - you and allies within 10ft are considered to have half cover (+2 AC and DEX save)
1st Verse - you turn a 10ft square of non-worked stone into mud each creature in the are needs to make a STR save or be restrained until the end of your turn the mud takes 4ft of movement for every 1ft to move through
2nd Verse - an ally and yourself gain resistance to all physical damage until the end of your next turn
3rd Verse - you can move 30sqft total (6 squares) of earth either 10ft down or up each square has an AC 12 and 30 HP
4th Verse - all allies within 10ft you gain temp hp equal to double your Bard level + CHA mod
5th Verse - all allies within 10ft you gain the benefits for three-quarters cover until the end of your next turn if this is the final verse you and all allies gain this benefit untill the end of the turn after your next turn
Requiem of the Seraphim (6th level) (Lyre, Lute, Bagpipes, flute)
Passive - you and all allies within 15ft at the start of your turn regain hp equal to your bard level
1st Verse - target ally within 30ft regains 8d8+CHA hp and is cured of any blindness, deafness, and poison casted
2nd Verse - your music explodes with light all enemies within 30ft must make a CON save or be blinded until the end of your next turn any magical darkness of 5th level or lower is dispelled
3rd Verse - this turn you may teleport with your movement rather then walk and at the end of this turn you disappear into the ethereal plane until the start of your next turn
4th Verse - up to three target creatures have the effects of the spell Slow affect them until the end of your next turn they must make a WIS save on a success they are unaffected unless this is the final verse it last for two turns instead and even on a success they are Slow for one turn
5th Verse - up to three target creatures gain the benefit of the spell Haste (no lethargic at the end) until the end of your next turn unless this is the final verse it last for two turns instead
Sonata of the Seirim (6th level) (Bagpipes, drum, viol, shawm)
Passive - each enemy that starts its turn within 15ft of you must make a CON save on a fail they are blinded until the song ends
1st Verse - Choose three enemies within 30ft they must make a CHA save on a failure whenever they attack or make a save they roll 1d8 and subtract it from the total this last until the song ends
2nd Verse - Choose three enemies within 30ft they must make a CON save on a failure they take 4d8 Poison Damage and are poisoned until the end of the song this ignores Resistance and immunities on a success they take half damage and are not poisoned
3rd Verse - Each creature within 30ft of you must make a WIS save on a fail they are frightened until the song ends
4th Verse - Choose a creature within 30ft they must make a INT save or be incapacitated until the end of your next turn
5th Verse - each creature that has a condition inflicted by this song they take 4d8 Necrotic damage for each condition they suffer from if this was the last verse you regain 1d8 for each condition inflicted as hit points
Cantata of Vetus Vis (14th level) (Flute, lute, Horn, bagpipes, lyre)
this song can not be replayed using a bardic inspiration
Passive - Every time a ally within 15ft or you make an attack add an amount of force damage to the attack equal to your CHA mod
1st Verse - You hurl three rays of force. You can hurl them at one target within 120ft or at several. Make a ranged spell attack for each ray. On a hit, the target takes 3d6 Force damage. if this was the final verse you hurl Five rays instead
2nd Verse - you choose up to three creatures within 60ft you heal an amount of hp equal to 3x your bard level you can divided as you choose among those creatures if this was the final verse you instead heal up to 10x your bard level
3rd Verse - you choose one creature they must make a WIS save or be stunned if this was the final verse you can pick three targets instead or make one target roll 3 saves
4th Verse - you and another creature within 30ft gain a bonus +5 to AC and Saving throws until the end of your next turn if this was the final verse then you and the target also gain resistance to all damage until the end of your next turn
5th Verse - you choose up to three creatures within 60ft you grant those creatures up to 5 levels of spell slots divided however you choose if this was the final verse you instead grant up to 8 levels of spell slots
Adagio Concerto of Terra
A slow and Deep song that shifts the ground itself the song inspires Resolve and Determination it was first heard when the Earth first Cracked and moved the symphony of grinding stone
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Adagio Concerto of Terra (Drum, Horn, Bagpipes)
Passive - you and allies within 10ft are considered to have half cover (+2 AC and DEX save)
1st Verse - you turn a 10ft square of non-worked stone into mud each creature in the are needs to make a STR save or be restrained until the end of your turn the mud takes 4ft of movement for every 1ft to move through
2nd Verse - an ally and yourself gain resistance to all physical damage until the end of your next turn
3rd Verse - you can move 30sqft total (6 squares) of earth either 10ft down or up each square has an AC 12 and 30 HP
4th Verse - all allies within 10ft you gain temp hp equal to double your Bard level + CHA mod
5th Verse - all allies within 10ft you gain the benefits for three-quarters cover until the end of your next turn if this is the final verse you and all allies gain this benefit untill the end of the turn after your next turn
Aria of Ventus
A vocal or instrument Harmony that stirs the surroundings and creatures with feelings of freedom first heard when the wind first howled across the world
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Aria of Ventus (flute, Shawm, Lyre, Vocals)
Passive - any ranged or spell attacks made at you or within 15ft of you have disadvantage
1st Verse - Allies within 30ft of you gain an additional 15ft of movement speed until the end of your next turn
2nd Verse - all Enemies within 15ft must make a STR save or be knocked 15ft away from you and knocked prone
3rd Verse - Allies within 15ft of you gain a fly speed of 30ft until the end of your next turn
4th Verse - An Enemies must make a STR save or is lifted into the air 5ft this turn and suspended Restraining them on a success and lifted another 10ft on your next turn and then dropped at the end of your turn
5th Verse - All creatures within 20ft radius which is considered difficult terrain within 60ft you can see each creature takes 4d6 magical bludgeoning and is pulled straight into the center they make a STR save on a success they take half and are not pulled if this was the last versed played this radius persist until the end of your next turn causing creatures to make another save at the start of your next turn
Ballad of Tempestas
The Ballad of Tempestas was created when the first lightning bolt struck the earth and rain began to pour to it gathers the latent static in the air to you and causes a small storm to begin to brew around you
This is a song of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use two bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Ballad of Tempestas (storms) (Bagpipes, flute, shawn)
Passive - Enemies within 10ft of you can not take reactions
1st Verse - Enemies within 15ft need to make a DEX save they take 3d6 Lightning damage on a success they take half
2nd Verse - you make a 15ft radius of ice appear within 60ft of you that you can see any creature in the area or starts their turn in it must make a DEX save or be knocked Prone
3rd Verse - Target an Enemy within 60ft of you takes 4d8 Lightning damage and can not move until the end of your next turn
4th Verse - you target an enemy to incase with the storm if they were concentrating on a spell they lose concentration and are considered deafened and can not use spells that use a verbal component until the end of your next turn
5th Verse - Enemies within 10ft of you must make a CON save on a fail they are incapacitated until the start of your next turn unless this was the final verse played in which case they are paralyzed
Cantata of Vetus Vis
The song of power all others were precursors to this one the first notes sung when the world first was created a song of such complexity and power that most would cry upon hearing it
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Cantata of Vetus Vis (14th level) (Flute, lute, Horn, bagpipes, lyre)
this song can not be replayed using a bardic inspiration
Passive - Every time a ally within 15ft or you make an attack add an amount of force damage to the attack equal to your CHA mod
1st Verse - You hurl three rays of force. You can hurl them at one target within 120ft or at several. Make a ranged spell attack for each ray. On a hit, the target takes 3d6 Force damage. if this was the final verse you hurl Five rays instead
2nd Verse - you choose up to three creatures within 60ft you heal an amount of hp equal to 3x your bard level you can divided as you choose among those creatures if this was the final verse you instead heal up to 10x your bard level
3rd Verse - you choose one creature they must make a WIS save or be stunned if this was the final verse you can pick three targets instead or make one target roll 3 saves
4th Verse - you and another creature within 30ft gain a bonus +5 to AC and Saving throws until the end of your next turn if this was the final verse then you and the target also gain resistance to all damage until the end of your next turn
5th Verse - you choose up to three creatures within 60ft you grant those creatures up to 5 levels of spell slots divided however you choose if this was the final verse you instead grant up to 8 levels of spell slots
Forte Toccata of Ignis
A Loud and flowing song that encompasses its surroundings This song was first heard when the first flames caught and devoured all before it
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Forte Toccata of Ignis
Passive - Enemies within 15ft of you starting or ending their turns take 1d6+CHA fire damage
1st Verse - An Enemy within 30ft must make a DEX save they take 3d6 Fire damage on a success they take half
2nd Verse - Two Enemies within 30ft must make a DEX save they take 3d6 Fire damage on a success they take half
3rd Verse - All Creatures in a 20ft radius you can see within 60 ft must make a DEX save they take 4d6 Fire damage on a success they take half
4th Verse - All Allies within 15ft are emboldened by your flames they gain Temp hp equal to your Bard level + CHA modifier, and resistance to fire damage until the end of your next turn
5th Verse - All Creatures in a 20ft radius you can see within 60ft must make a DEX save they take 4d6 Fire damage on a success they take half unless this was the final verse played in which case each creature takes 8d6 fire damage
Melody of Silva
The Melody of the Silva is a soft and simple song that implores rapid regrowth and healing of nature and nearby creatures its song comes from a time when the world was barren and the first notes that weaved nature into existence
This is a song of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use two bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Melody of Silva (nature) (lute, lyre, viol)
Passive all terrain within a 15ft radius is considered difficult terrain for anyone besides you or your allies
1st Verse - All allies within 30ft regain 2d8+CHA hp
2nd Verse - All enemies within a 15ft centered within 60ft you can see must make a STR save or be restrained until the end of your next turn
3rd Verse - All allies within 15ft regain 4d8 + CHA hp
4th Verse - all enemies within 10ft radius within 30ft you can see take 2d8 Necrotic damage and one creature of your choice in the 10ft radius can roll a hit dice and regain that many hit points + your CHA
5th Verse - you can the a beastial spirit as per the spell Summon Beast (the spell slot level used for this spell equals your proficiency bonus) this creature last until the end of your next turn unless this was the last verse of the song played in which it stays for 1 min
Requiem of the Seraphim
A soft and sorrowful song that carries a high pitch this song was first heard when the first spark of light existed and the first sand of time fell
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Requiem of the Seraphim (6th level) (Lyre, Lute, Bagpipes, flute)
Passive - you and all allies within 15ft at the start of your turn regain hp equal to your bard level
1st Verse - target ally within 30ft regains 8d8+CHA hp and is cured of any blindness, deafness, and poison casted
2nd Verse - your music explodes with light all enemies within 30ft must make a CON save or be blinded until the end of your next turn any magical darkness of 5th level or lower is dispelled
3rd Verse - this turn you may teleport with your movement rather then walk and at the end of this turn you disappear into the ethereal plane until the start of your next turn
4th Verse - up to three target creatures have the effects of the spell Slow affect them until the end of your next turn they must make a WIS save on a success they are unaffected unless this is the final verse it last for two turns instead and even on a success they are Slow for one turn
5th Verse - up to three target creatures gain the benefit of the spell Haste (no lethargic at the end) until the end of your next turn unless this is the final verse it last for two turns instead
Sonata of the Seirim
A Extremely technical piece of music with a single instrument complicated and beautiful this song was first heard after light when darkness enveloped everything else and the strings of fate were strung
These are the songs of Dimenticato Potentiae (Die-men-te-cato Po-ten-tsh-ah) you know 2 songs at level 3 and learn another song at levels 6,10,14. you can use each song once for free a long rest you can use a bardic inspiration to replay a song.
You can start a song as an action and must concentrate on it as if it was a spell you can skip a verse to the next unused verse as a bonus action.
Songs cycle through the verses in this order 1 > 2 > 3 > 4 > 5 > 1 each verse can only be played once and if it would be played skip and go to the next unused verse when all verses are played the song ends each verse takes effect at the begging of your turn
Sonata of the Seirim (6th level) (Bagpipes, drum, viol, shawm)
Passive - each enemy that starts its turn within 15ft of you must make a CON save on a fail they are blinded until the song ends
1st Verse - Choose three enemies within 30ft they must make a CHA save on a failure whenever they attack or make a save they roll 1d8 and subtract it from the total this last until the song ends
2nd Verse - Choose three enemies within 30ft they must make a CON save on a failure they take 4d8 Poison Damage and are poisoned until the end of the song this ignores Resistance and immunities on a success they take half damage and are not poisoned
3rd Verse - Each creature within 30ft of you must make a WIS save on a fail they are frightened until the song ends
4th Verse - Choose a creature within 30ft they must make a INT save or be incapacitated until the end of your next turn
5th Verse - each creature that has a condition inflicted by this song they take 4d8 Necrotic damage for each condition they suffer from if this was the last verse you regain 1d8 for each condition inflicted as hit points
Scholar of ancient power and songs
You have spent your time honing your knowledge of the world and its history you gain proficiency with history and arcana and can add your CHA mod to the roll
Unwavering Performance
Even under Extreme Distress you still keep playing never stopping your melodies
You gain a bonus to Con saves equal to your CHA
Songs of Protection
Through your journey you've learn how to bend the magics of your Dimenticato Potentiae to protect yourself and your allies
you and allies who can hear you and are within 30ft of you while performing a Dimenticato Potentiae gains a bonus +1 to AC and Saving throws
You can expend a use of your Bardic inspiration when you or an ally within 30ft fail a saving throw or are hit by an attack you can roll your bardic inspiration dice and add it to the AC or Saving Throw
Performing
use this to keep track of the AC and Saving Throw bonus
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