Base Class: Bard
The College of Stardom is for bards who refuse to fade into the background. Singer, dancer, guitarist, or artist — it doesn’t matter how you shine, only that you do. These bards thrive on spectacle, weaving thunderous chords and dazzling solos into magic that rallies allies and shakes enemies to their core. Their performances are more than entertainment; they are acts of defiance, chaos, and freedom.
Level 3: Jam Sesh
Starting at 3rd level, you can summon echo‑like manifestations of your bandmates to perform alongside you, amplifying your music with chaotic power.
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Activation: As an action, you may expend one use of Bardic Inspiration to summon your echoes and their instruments.
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Duration: The echoes perform over 4 turns, each turn granting a unique buff to all allies within earshot (30 feet).
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Echo Stats: Each echo has AC 10 and 1 hit point (lv6 AC 11 lv14 AC 12). They vanish if destroyed or when the Jam Sesh ends and you don't use finale.
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Uses: You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
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Bass Solo (Turn 1): Allies gain temporary hit points equal to 1d4 + your proficiency bonus until the start of your next turn.
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At 9th level: 2d4 + prof
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At 14th level: 3d4 + prof
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At 17th level: 4d4 + prof (The bass keeps everyone steady.)
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Drum Solo (Turn 2): Allies gain +10 feet of movement speed until the start of your next turn. (The beat drives them forward.)
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Acapella (Turn 3): Allies gain advantage on one saving throw or ability check until the start of your next turn. (The voice uplifts.)
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Guitar Solo (Turn 4): Allies’ melee and spell attacks deal an additional 1d4 thunder damage until the start of your next turn. (spell attacks lv5 2d4 lv9 2d6 lv14 2d8 lv17 2d10) (The guitar crackles with storm power.)
Solo Act
Starting at 3rd level, you can conjure an echo‑instrument and perform a solo that empowers your allies.
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Activation: As an action, roll a d6 to determine which instrument manifests. You then perform with it, granting a major buff to one ally within 30 feet.
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Duration: The buff lasts for 3 turns but requires and action each turn to keep the buff active.
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Uses: You can use this feature a number of times equal to your proficiency bonus. You regain one expended use on a short rest and all expended uses on a long rest.
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Scaling: At 6th level, you may target two allies. At 14th level, you may target three allies.
Instrument Effects
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Drums (1): The chosen ally can Dash as a bonus action.
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Guitar (2): The chosen ally adds +1d4 thunder damage to all their attacks.
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Keyboard (3): Once per turn, the ally may add your Charisma modifier to a roll (attack, check, or save).
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Saxophone (4): The ally does not provoke opportunity attacks when moving, but must use their reaction to benefit.
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Bass (5): The ally gains +2 AC.
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Microphone (6): If the ally would be reduced to 0 hit points, they instead drop to 1 hit point once during the effect’s duration.
Finale
At level 6 After completing all four movements of your Jam Sesh, the band erupts into a triumphant Finale. All surviving band members join together in the last song of the set, unleashing a surge of harmony and power.
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Encore Buffs: Every effect from Jam Sesh immediately triggers again, all at once.
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Full Band Bonus: If all four bandmates are still performing, the Finale resonates with restorative magic. Each chosen creature within 30 feet regains 2d8 hit points, carried on the wave of sound and starlight. (this scales lv 10 3d8 lv14 4d8 lv18 5d8)
Encore
Storm Encore At 14th level, your band’s performance transcends mortal limits, channeling the chaos of Alev into elemental fury.
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Activation: When you complete a Jam Sesh and trigger its Finale you move on to the encore in this final song you may choose to transform all surviving echoes into Storm Elementals for 1 minute they have an AC of 20 and 1 hit point.
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Storm Elementals: These function as elementals conjured by the Conjure Elemental spell, but deal thunder damage instead of their normal damage type.
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Special Effect: When a creature fails its Dexterity saving throw against a Storm Elemental’s whirlwind effect, it is not restrained. Instead, it is hurled into the center of the battlefield, pulled toward you as the storm’s focal point.
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Whirlwind Spell: Immediately after the transformation, you may cast the Whirlwind spell once for free without expending a spell slot. You must use your action each turn to maintain it, and it still requires concentration.
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Uses: You may use this feature once per long rest.







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