Base Class: Bard
Long before the civilized world divided music into art and battle into war, there were the Resonant Hunters—wandering warrior-minstrels who roamed vast, untamed wildernesses. They wielded great ceremonial instruments forged from the bones of titanic beasts and tempered by storm and spell. These instruments, Resonant Horns, were not merely tools of inspiration; they were weapons of war, forged to harmonize with the heartbeat of the earth itself.
Legends say the first of these bards lived in a forgotten age when gods still walked in beast-shape and dragons ruled the skies. It was a time when mortals had no cities, only camps and songs to drive back the dark. To protect their tribes from the great monsters of the wild, these proto-bards learned to channel not only magic through music but also to turn rhythm into resonant force—vibrations that shattered bone, stirred courage, and swayed fate.
These bards didn't hide behind walls. They led the hunt, facing the monsters of the world with a horn in hand and a battle cry in their lungs. Their melodies became a language of survival: three notes for courage, four for storm, five to break the world.
Even in the modern age, these wandering war-musicians pass on their secrets in echoing halls hidden in canyons, deep under roots, or in beast-claw-scarred ruins. Those who train in the College of the Resonant Hunt take on the mantle of both warleader and rhythm-smith, learning to wield music not only as a support—but as a storm.
Resonant Instrument of War
3rd-level College of the Resonant Hunt feature
When you join this college at 3rd level, you craft or attune to a unique musical weapon called a Resonant Horn. This item counts as a musical instrument and a martial melee weapon. You are proficient with it, and it uses your Charisma modifier for attack and damage rolls.
Melodic Sequence
3rd-level College of the Resonant Hunt feature
Whenever you do one of the following, you generate a Note as part of your Melody:
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Power Note (Red): When you hit with a Resonant Horn melee attack.
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Support Note (Blue): When you use Bardic Inspiration.
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Magic Note (Green): When you cast a bard spell with a verbal component.
You can maintain a Melody of up to 3 Notes at a time. When you have reached your maximum number of Notes, you may expend a bonus action to Perform a Melody, consuming the sequence to trigger a special effect depending on the note combination.
You may Perform a Melody a number of times equal to your proficiency bonus per short or long rest, or expend a Bardic Inspiration die to do so.
Scaling Melody Capacity
Your maximum number of Notes in a Melody increases as you gain bard levels:
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3 Notes at 3rd level
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4 Notes at 6th level
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5 Notes at 14th level
3-Note Melody Table – College of the Resonant Hunt
| Melody Sequence | Name | Effect |
|---|---|---|
| Red–Red–Red | Resonant Slam | You unleash a thunderous shockwave in a 15-foot cone. All creatures in the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 3d8 thunder damage and be knocked prone. Half damage on success. |
| Blue–Blue–Blue | Rousing Anthem | All allies within 30 feet gain temporary hit points equal to 1d8 + your Charisma modifier and advantage on saving throws against being frightened or charmed for 1 minute. |
| Green–Green–Green | Echoing Aria | You immediately recast a 2nd-level or lower spell you cast within the last minute. It does not require a spell slot, components, or concentration. You choose new targets if desired. |
| Red–Red–Blue | Momentum March | You and up to 3 allies within 30 feet may move up to 15 feet without provoking opportunity attacks. Any allies that end this movement adjacent to a hostile creature may make a weapon attack as a reaction. |
| Red–Red–Green | Echo Pulse | A target within 60 feet takes 2d8 thunder damage, and their next Constitution saving throw is made with disadvantage. If they are concentrating on a spell, they immediately make a concentration check at disadvantage. |
| Red–Blue–Blue | Warlord's Shout | One ally within 60 feet may use their reaction to make one weapon attack, adding your Charisma modifier to the attack roll and damage. If they hit, the target must succeed a Strength save or be pushed 10 feet. |
| Red–Blue–Green | Elemental Reverb | Choose fire, cold, lightning, thunder, or acid. One creature within 60 feet must make a Constitution saving throw or take 4d6 damage of that type and be silenced (unable to cast spells with verbal components) until the end of its next turn. |
| Red–Green–Green | Harmonic Backlash | Choose one creature within 60 feet. Their next spell cast is delayed by 1 round (it is cast at the start of their next turn instead of immediately). They must also make a Charisma saving throw or suffer disadvantage on all attack rolls until then. |
| Blue–Blue–Red | Tactical Rally | Up to 3 allies within 30 feet can use their reactions to move up to half their speed and gain +2 AC until the start of their next turn. |
| Blue–Green–Green | Mindshield Melody | All allies within 30 feet gain advantage on Intelligence, Wisdom, and Charisma saving throws until the start of your next turn, and immediately end one charmed or frightened condition. |
| Blue–Green–Red | Rhythmic Strike | Make a weapon attack with the Resonant Horn. On hit, deal normal damage and add 2d6 thunder damage, then one ally within 30 feet may immediately move 10 feet as a reaction without provoking opportunity attacks. |
| Green–Green–Red | Arcane Detonation | Choose a point you can see within 60 feet. All creatures within 10 feet must make a Dexterity saving throw or take 3d6 force damage and be knocked 10 feet away. Objects and barriers in the area are also affected as if hit by shatter. |
| Green–Green–Blue | Aura of Clarity | For the next minute, all allies within 30 feet may add your Charisma modifier to concentration checks and saving throws against being blinded, deafened, or confused. |
| Green–Blue–Blue | Symphony of Soothing | One creature within 30 feet regains 2d6 hit points, and gains advantage on the next saving throw it makes within 1 minute. If they are under a condition (poisoned, stunned, etc.), they may immediately make a saving throw to end it. |
| Green–Blue–Red | Disruptive Blast | Choose one creature you can see within 30 feet. It must succeed a Dexterity saving throw or take 3d8 thunder damage and lose concentration on any spell it’s maintaining. On a success, it takes half damage. |
4-Note Melody Table — College of the Resonant Hunt
| Sequence | Melody Name | Effect |
|---|---|---|
| Red–Red–Red–Red | Devastation Chord | Unleash a 20-foot-radius shockwave. Enemies must make a Strength save or take 5d8 thunder damage, be knocked prone, and deafened for 1 minute (save ends each round). |
| Blue–Blue–Blue–Blue | Sanctuary Hymn | All allies within 60 feet regain 2d6 + Cha mod HP, are cleansed of one condition, and gain resistance to all damage until the start of your next turn. |
| Green–Green–Green–Green | Arcane Resonance | For 1 minute, whenever you cast a 1st–3rd level spell, it automatically echoes at the start of your next turn without cost (same target, no action required). |
| Red–Red–Red–Blue | Stormbreaker Call | One enemy takes 4d10 thunder damage and must succeed a Constitution save or be stunned for 1 round. One ally may immediately move 10 feet and make a weapon attack as a reaction. |
| Red–Red–Red–Green | Sonic Collapse | A 30-foot line (5 ft wide) erupts. All creatures in the line take 6d6 thunder damage, are pushed 15 feet, and are silenced until the start of your next turn (Con save negates). |
| Red–Red–Blue–Blue | Pack Rhythm | Up to 3 allies move up to 15 feet and make a reaction attack. If all 3 hit, each deals +1d8 thunder damage. |
| Red–Red–Blue–Green | Wild Tempo | Up to 5 creatures in 30 feet are affected. Enemies must make Dex saves or fall prone; allies gain +10 movement and Evasion (no damage on successful Dex saves) until end of their next turn. |
| Red–Red–Green–Green | Pulse Detonation | You create a 15-ft-radius blast centered on yourself. Enemies take 5d6 thunder damage and must make Con saves or lose concentration. You and allies gain temporary HP equal to half the damage dealt. |
| Red–Blue–Blue–Blue | Commanding Rhythm | All allies within 60 feet may use their reaction to move or attack, and their next damage roll gains a bonus equal to your Bard level. |
| Red–Blue–Blue–Green | Battlefield Crescendo | Choose 3 allies. They gain +2 AC, advantage on initiative rolls, and +1d6 thunder damage on their next attack before your next turn. |
| Red–Blue–Green–Green | Arc Thrust | Fire a piercing beam in a 20-ft line. Each creature in the line takes 4d8 force damage and loses reactions until the start of their next turn. |
| Red–Green–Green–Green | Spellcrush Beat | Choose a caster within 60 feet. They must succeed a Constitution save or lose their highest-level prepared spell, take 3d10 psychic damage, and can’t cast that spell again for 1 minute. |
| Blue–Blue–Blue–Red | Relentless Rally | 3 allies gain 2d8 + Cha mod temporary HP, may immediately end one condition (charmed, frightened, grappled), and gain advantage on attack rolls until end of their next turn. |
| Blue–Blue–Green–Green | Mystic Bulwark | Create a 15-ft-radius zone around you for 1 minute. Allies inside gain advantage on saving throws vs spells and take half damage from magic. |
| Blue–Green–Green–Green | Clarity Pulse | Choose up to 6 creatures. Each may end one magical effect (as if with dispel magic), and gains +1d4 to Int, Wis, and Cha saves for 1 minute. |
5-Note Melody Table — College of the Resonant Hunt
| Sequence | Melody Name | Effect |
|---|---|---|
| Red–Red–Red–Red–Red | Cataclysm Crash | You unleash a thunderous maelstrom in a 30-foot radius. Enemies must make a Strength save or take 8d8 thunder damage, be pushed 30 feet, knocked prone, and deafened for 1 minute. (Half damage and no push on success.) |
| Blue–Blue–Blue–Blue–Blue | Requiem of Rebirth | All allies within 60 feet regain 4d8 + your Cha mod HP, are cleansed of all non-permanent conditions, and may each immediately take one action as a reaction. |
| Green–Green–Green–Green–Green | Spellstorm Anthem | For 1 minute, whenever you or an ally within 30 feet casts a spell, it automatically echoes: the caster may choose to reroll one damage die and add an extra 1d8 force damage to one target. |
| Red–Red–Red–Red–Blue | Juggernaut's Drive | You and up to 4 allies may immediately move up to their full speed (ignoring difficult terrain) and make one free weapon attack. Enemies hit by 3 or more of these attacks are staggered (no reactions) until the end of their next turn. |
| Red–Red–Red–Red–Green | Piercing Pulse | Choose one creature. It takes 6d10 thunder damage and must succeed on a Constitution save or become vulnerable to thunder and force damage for 1 minute. |
| Red–Red–Red–Blue–Blue | Thundering Sync | Two allies within 30 feet may each make a weapon attack. If both hit, they add a bonus equal to your Bard level and the target must succeed on a Strength save or be knocked prone and silenced until the start of its next turn. |
| Red–Red–Red–Green–Green | Disruptive Overload | Choose a 20-foot cube. All creatures within must succeed on a Constitution save or take 5d10 thunder damage, drop concentration on any spells, and be unable to cast spells with verbal/somatic components until the end of their next turn. |
| Red–Red–Blue–Blue–Blue | Vanguard Waltz | All allies in a 30-foot radius gain +2 AC, advantage on Dexterity saves, and +10 movement speed for 1 minute. Additionally, you may immediately use your reaction to Dash. |
| Red–Red–Blue–Green–Green | Voltaic Rift | Choose a 60-foot line (10 feet wide). Enemies in the line must succeed on a Dexterity save or take 6d6 lightning damage plus 6d6 thunder damage, and have their reactions suppressed for one round. |
| Red–Blue–Blue–Blue–Blue | Shield Surge | All allies gain temporary hit points equal to 3d8 + your Cha mod and resistance to all damage types until the start of your next turn. Additionally, choose one ally to gain immunity to one condition (of your choice) for 1 minute. |
| Red–Blue–Blue–Green–Green | Riftcaller's Anthem | Enemies within 30 feet must make a Wisdom save or become blinded, deafened, and unable to cast spells until the end of their next turn; meanwhile, allies in the area gain true seeing (30 feet) and advantage on Perception checks for 1 minute. |
| Red–Blue–Green–Green–Green | Echo Chain | Choose one enemy. Until the end of your next turn, each time that enemy takes damage, it “echoes” 1d6 thunder damage to all enemies within 10 feet of it. |
| Red–Green–Green–Green–Green | Crashing Orbit | For 1 minute, a gravity surge centers on you. At the end of each of your turns, enemies within 10 feet take 2d10 force damage and must succeed on a Strength save or be pulled 10 feet toward you. |
| Blue–Blue–Blue–Blue–Red | War Choir March | All allies within 60 feet may immediately move up to half their speed and make a weapon attack. If 3 or more of these attacks hit the same target, that creature must succeed on a Constitution save or be stunned for 1 round. |
| Blue–Blue–Blue–Green–Green | Guardian’s Cadence | All allies within 60 feet gain advantage on all saving throws and become immune to being charmed, frightened, or paralyzed for 1 minute. Additionally, one creature within the zone regains 2d10 HP. |
| Blue–Blue–Green–Green–Green | Melody of Mindfire | Choose up to 3 enemies. They must make an Intelligence save or take 4d8 psychic damage and suffer disadvantage on spell attacks and ability checks for 1 minute. |
| Blue–Green–Green–Green–Green | Chrono-Harmonics | You and up to 2 allies gain an extra turn at the end of the current round (able to move, act, and use a bonus action, but cannot cast spells). Once used, this effect can’t be used again until you finish a long rest. |
| Red–Red–Green–Green–Blue | Chaos Resonance | Choose one enemy. It takes 3d10 thunder damage plus 3d10 psychic damage and must succeed on a Wisdom save or be confused (as per the confusion spell) for 1 minute. Simultaneously, one ally regains 3d6 HP and gains advantage on saving throws for 1 minute. |
| Blue–Blue–Red–Green–Red | Cyclone Cascade | You and 2 allies may teleport up to 30 feet into melee range and each make a weapon attack. Each hit triggers a 10-foot-radius burst that deals 2d6 thunder damage to adjacent enemies. |
| Green–Green–Blue–Blue–Red | Song of the Breaking World | In a 30-foot cone, enemies must succeed on a Dexterity save or take 4d10 force damage plus 4d10 thunder damage and be launched 20 feet away. The affected area becomes difficult terrain until cleared. |
| Green–Blue–Red–Blue–Green | Harmony Spiral | Choose 5 creatures within 60 feet. All selected allies immediately gain inspiration (a bonus 1d8 Bardic Inspiration), and each enemy must succeed on a Wisdom save or be slowed (as per the slow spell) until the end of their next turn. |
Melodic Infusion
6th-level College of the Resonant Hunt feature
As part of a Long Rest, you may infuse a Melodic Blessing into up to two allies' weapons.
For the next day, once per turn when the weapon hits, it deals an extra 1d6 thunder damage, and the wielder may generate a Note for your Melodic Sequence. (melee attack with infused weapon once per turn: Red Note, Use a Class specific feature that uses a bonus action: Blue Note, Casting a spell with a verbal component of first level or higher: Green Note)
The number of allies' weapons you can infuse increases when you get to certain levels. (Level 9 = 3 allies' weapons, Level 13 = 4 allies' weapons, Level 17 = 5 allies' weapons, Level 20 = 6 allies' weapons)
Anthem of the Hunt
14th-level College of Resonant Hunt feature
As an action, you may begin a Battle Anthem that lasts up to 1 minute (concentration). While active, allies who start their turn within 30 feet of you gain:
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+1d6 damage on weapon attacks
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+10 feet movement
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Advantage on the first save they make that turn
You may use this a number of times equal to your charisma modifier per long rest, or by expending two Bardic Inspiration dice.
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