Base Class: Bard
For most bards, sound is a medium of entertainment and art. For the College of Resonance, sound is survival. In the dark of the night or in deep caverns, where eyes fail and light does not reach, sound is a matter of life and death. These bards have learned to tune into the world around them to detect oncoming threats and explore where none dare before. They even learn to use these skills to attack unseen by those too reliant on their own eyes. There is great power to be found in sound, but only to those who listen.
Level 3: Keen Ears
You can add your Charisma (CHA) modifier to any Wisdom (Perception) checks that involve sound as long as you are not deafen.
Level 3: Echo Surge
You have mastered using soundwaves to detect threats and act from a far.
Beginning at 3rd level, you and any creature currently holding one of your Bardic Inspiration dice gain blindsight out to a range of 10 feet.
As a bonus action, you or an inspired ally can expend a Bardic Inspiration die to temporarily extend the range of this blindsight. The blindsight's range becomes 5 × the number rolled on the die (in feet) until the start of your next turn.
While this boosted blindsight is active:
- It ignores half and three-quarters cover.
- You can cast spells that target creatures within the boosted blindsight as if you were located anywhere within that range.
A creature can't benefit from this feature if they are deafened.
Level 6: Echo Ward
You learn how to take pain and suffering and reflect it back where it came from.
When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to reduce the damage taken by half. In addition, the creature that made the attack takes thunder damage equal to half the damage you or your ally just took (rounded down).
Example: If the original attack dealt 20 damage, you or your ally would take 10 damage, and the attacker would take 10 thunder damage as a reflection of your sonic defense.
Level 14: Harmonic Disruption
Your attunement with vibrations is so acute now, you can now disrupt the frequency of others.
As an action, you unleash a pulse of destabilizing sound at a creature within 30 feet of you, or within the range of your Sonar Surge. The target must make a Constitution saving throw.
On a failed save, the target takes 5d10 thunder damage and becomes disoriented until the start of your next turn. While disoriented, the creature:
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Has disadvantage on saving throws and concentration checks
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Can’t take reactions
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Has its movement speed halved
On a successful save, the target takes half damage and suffers no additional effects.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.







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