Base Class: Bard
College of Echoes Features
3rd Level: World’s Rhythm
You gain tremorsense with a radius of 10 feet. This allows you to sense creatures and objects in contact with the ground or other surfaces. Additionally:
- Vibrational Awareness: You can identify creatures and objects within your tremorsense radius even through walls or barriers, provided they are within 5 feet of a shared surface.
- Your proficiency bonus is doubled for Perception checks that rely on hearing or touch.
- Your passive Perception is unaffected by blindness, darkness, or obscurement effects.
3rd Level: Resounding Verse
You imbue your poetry with magical resonance. When you use Bardic Inspiration, choose one of the following effects:
- Rallying Stanza: The recipient gains temporary hit points equal to the Bardic Inspiration die + your Charisma modifier.
- Rattling Rhyme: An enemy you can sense must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their next attack roll and saving throw before the start of your next turn.
Poetic Repertoire:
You specialize in crafting vivid and inspiring verse. Choose two forms of poetry:
- Epic: When you use Bardic Inspiration, you can target two creatures instead of one.
- Lyric: Allies within 10 feet of you have advantage on saving throws against being frightened or charmed while you are conscious.
- Satire: When an enemy fails a saving throw against your spell or ability, they take psychic damage equal to your Charisma modifier.
You can change your poetic forms after completing a long rest.
6th Level: Resonant Echo
Your tremorsense improves to 30 feet, and you learn to manipulate vibrations to your advantage:
- Vibrational Pulse: As a bonus action, you can send a pulse of sound through the ground. Creatures within your tremorsense radius must succeed on a Dexterity saving throw or fall prone. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Echo Reflex: When a creature you can sense within your tremorsense radius makes an attack, you can use your reaction to impose disadvantage on the attack roll.
14th Level: Poetic Reverberation
Your mastery of poetry resonates through the battlefield. As an action, you can perform one of the following Grand Verses by expending a Bardic Inspiration die:
- Inspiring Epic: Allies within 60 feet who can hear you regain hit points equal to the Bardic Inspiration die + twice your Charisma modifier. They also gain advantage on attack rolls and saving throws until the end of your next turn.
- Dissonant Satire: Enemies within 60 feet who can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they are incapacitated with laughter for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
- Resonant Shield: You link your allies with protective vibrations. Up to three allies within 60 feet gain resistance to all damage and cannot be knocked prone for 1 minute or until you lose concentration (as if concentrating on a spell).
Once you use a Grand Verse, you cannot do so again until you finish a short or long rest.
Level 3: World’s Rhythm
You gain tremorsense with a radius of 10 feet. This allows you to sense creatures and objects in contact with the ground or other surfaces. Additionally:
- Vibrational Awareness: You can identify creatures and objects within your tremorsense radius even through walls or barriers, provided they are within 5 feet of a shared surface.
- Your proficiency bonus is doubled for Perception checks that rely on hearing or touch.
- Your passive Perception is unaffected by blindness, darkness, or obscurement effects.
3rd Level: Resounding Verse
You imbue your poetry with magical resonance. When you use Bardic Inspiration, choose one of the following effects:
- Rallying Stanza: The recipient gains temporary hit points equal to the Bardic Inspiration die + your Charisma modifier.
- Rattling Rhyme: An enemy you can sense must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their next attack roll and saving throw before the start of your next turn.
Poetic Repertoire:
You specialize in crafting vivid and inspiring verse. Choose two forms of poetry:
- Epic: When you use Bardic Inspiration, you can target two creatures instead of one.
- Lyric: Allies within 10 feet of you have advantage on saving throws against being frightened or charmed while you are conscious.
- Satire: When an enemy fails a saving throw against your spell or ability, they take psychic damage equal to your Charisma modifier.
You can change your poetic forms after completing a long rest.
Level 6: Resonant Echo
Your tremorsense improves to 30 feet, and you learn to manipulate vibrations to your advantage:
- Vibrational Pulse: As a bonus action, you can send a pulse of sound through the ground. Creatures within your tremorsense radius must succeed on a Dexterity saving throw or fall prone. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Echo Reflex: When a creature you can sense within your tremorsense radius makes an attack, you can use your reaction to impose disadvantage on the attack roll.
Level 14: Poetic Reverberation
- Inspiring Epic: Allies within 60 feet who can hear you regain hit points equal to the Bardic Inspiration die + twice your Charisma modifier. They also gain advantage on attack rolls and saving throws until the end of your next turn.
- Dissonant Satire: Enemies within 60 feet who can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they are incapacitated with laughter for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
- Resonant Shield: You link your allies with protective vibrations. Up to three allies within 60 feet gain resistance to all damage and cannot be knocked prone for 1 minute or until you lose concentration (as if concentrating on a spell).
Once you use a Grand Verse, you cannot do so again until you finish a short or long rest.







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