Base Class: Bard
Music is a powerful thing. It can bolster a burning passion, inspire the meek to bravery, and sooth a cluttered mind. Wandering bards have mastered the art of creating music to shape and manipulate the thoughts and hearts of the world through song, words, and instrument. However, it is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic.
With but a raised hand or wand, a Maestro listens for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bolt of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like a phantom orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.
The College of the Maestro calls to those who enjoy enabling their companions to become even more adept, working in unison with your sonata. It refines those of raw talent into majestic performers who can pluck the thoughts from a mind like a musical note, amplify the fears of lesser beings through sourceless, ominous tones, and seemingly stretch time by commanding the tempo of a heartbeat. Maestros become heroes who can take the chaos of the world and carve it as they see fit by controlling the vibrations of music that subtly guide the realm
Battle Muse
When you join the College of the Maestro at 3rd level, you gain one additional use of your Bardic Inspiration feature. This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.
In addition, you can cast spells through movement alone. When you cast a bard spell that requires a somatic component, you can cast it without providing verbal or material components (unless the component has a specified cost or is consumed by the spell).
Symphony of Conflict
You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.
When you select this bardic school at 3rd level, you learn 2 conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.
You learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Aria of Suspense (Ansia)
You build an air of tension and paranoia with subtle, droning tones. As an action, you expend and roll a Bardic Inspiration die. For the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal half to your Bardic Inspiration die roll plus your charisma modifier.
Crash (Marcato)
You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack takes thunder damage equal to the number you rolled plus your charisma modifier, and must make a Strength saving throw against your Spell save DC or be knocked prone.
Dirge of Dread (Finale)
You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 hitpoints, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 30 feet of the triggering ally. Each target must make a Wisdom saving throw against your Spell save DC or become frightened of the triggering ally. This effect lasts for a number of rounds equal to half of the number rolled (minimum of 1). Affected creatures can repeat the save at the end of each of their turns.
Dissonance (Discordia)
Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to expend and roll a Bardic Inspiration die. You reduce their saving throw by half of the number rolled plus your proficiency bonus. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure. Once a creature has been affected by this spell, it cannot be affected again for the next 24 hours.
Guiding Tone (Fermata)
You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw against your Spell save DC or take psychic damage equal to the number rolled and be moved 10 feet in a direction you choose. A target can fail the saving throw voluntarily.
Hasten Tempo (Accelerando)
Your manipulation of tempo and song can inspire others to act more quickly. When you give a Bardic Inspiration die to a creature you can see within 60 feet, they can use their reaction to move up to their speed and make an attack or cast a cantrip they know that only affects one creature.
Hymm of Harmony (Armonia)
The melodies surrounding your allies promote rapid recovery.When a creature you can see within 60 feet of you regains any hitpoints, you can use a reaction to expend and roll a Bardic Inspiration die. The affected creature can regain additional hitpoints equal to the number rolled. You can also expend additional uses of your Bardic Inspiration and add the rolled numbers to this effect.
Majestic Anthem (Maestoso)
Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to half the number rolled plus your Charisma modifier (minimum of 1). These temporary hitpoints last for 1 minute.
Resonance (Risonanza)
You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic Inspiration die, choosing one weapon within 60 feet of you. For the next minute, or until you lose concentration, all attacks with that weapon deal additional thunder damage equal to half of the number rolled (minimum of 1) plus your charisma modifier.
Sprint (Presto)
The song you conjure can stir the winds, pushing along those who require expedient travel. When you give bardic inspiration to a creature you can see within 60 feet, their speed is increased by 15 feet and they can dash as a bonus action for the next minute.
Adagio
In combat, you can direct your enemies to decrease their tempo. As a bonus action, you can expend one use of your Bardic Inspiration to command a creature you can see and that can see you within 60 ft of you. the target must make a wisdom saving throw against your spell save DC or be under the effects of the slow spell for a number of rounds equal to your Charisma modifier (minimum of one). The creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
Prestitissimo
As a bonus action, you can start conducting an accelerating symphony of combat that increases the tempo of your allies actions. This symphony lasts for 1 minute or until you're restrained or incapacitated. Choose a number of creatures that you can see within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). For the duration, the creature's speed increases by 10 feet and they can use their bonus action to make an attack, cast a cantrip they know that only affects one creature, or take the dash or disengage action. In addition, whenever a creature affected by the symphony takes a reaction as a part of your Harmonious Inspiration feature, their movement doesn't provoke opportunity attacks. Once you use this feature, you can't use it again until you finish a long rest.
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