Bard
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.

Comments

Posts Quoted:
Reply
Clear All Quotes