Bard
Base Class: Bard

Bards of the College of Composition are virtuosos whose mastery of sound and performance transcends mere entertainment. Upon joining the college, a bard selects a path—Acoustic, Electric, or Verbal—that shapes their magical expression and combat style for the rest of their life:

  • Acoustic Path focuses on precision and nuance, producing melodies that enhance allies, manipulate perception, and subtly control the battlefield.

  • Electric Path harnesses raw, surging energy, delivering bursts of destructive power that stun or damage multiple foes with electrified performance.

  • Verbal Path emphasizes commanding presence, using speech, chant, and incantation to inspire allies, enforce magical effects, and dominate encounters with words.

Each path represents a distinct philosophy and magical approach. Bards are trained to perfect their chosen path, turning music, energy, or words into a potent tool for strategy and heroism. Their art is inseparable from their power, making every performance both a spell and a statement of mastery.

Composition Techniques

At 3rd level, choose a performance path. Once chosen, this path cannot be changed.

  • Acoustic: Classical instruments, precise melodies, enhancing allies and controlling enemies.

  • Electric: Amplified instruments or magical energy, focused on burst damage and disruption.

  • Verbal: Voice and lyrics are your instrument, manipulating emotions and minds.

Acoustic Composition

Acoustic Path

Harmonic Resonance (Bonus Action, 1 per short/long rest)

  • Choose one enemy within 30 ft: it must succeed on a Wisdom saving throw or be Charmed until the start of your next turn.

  • Additionally, allies within 10 ft of you gain temporary hit points equal to your Bard level.

Melodic Strike (Reaction)

  • When you attack with a weapon or cast a damaging spell, you may deal 1d6 psychic damage.

  • Scales to 2d6 at level 6 and 3d6 at level 14.

Electric Compostion

Electric Path

Sonic Surge (Bonus Action, 1 per short/long rest)

  • Choose up to 2 enemies within 30 ft. Each makes a Constitution saving throw.

  • On a fail: 1d8 lightning damage + stunned until start of your next turn.

  • Damage scales to 2d8 at level 6 and 3d8 at level 14.

Amplified Strike (Reaction)

  • When you hit with a weapon or spell, you may deal 1d6 thunder damage.

  • Scales to 2d6 at level 6 and 3d6 at level 14.

Verbal Composition

Verbal Path

Word of Command (Action, 1 per short/long rest)

  • Choose one creature within 30 ft. It must succeed on a Wisdom saving throw or be Frightened or Paralyzed (your choice) until the start of your next turn.

Inspiring Verse (Bonus Action)

  • Up to 3 allies within 30 ft gain advantage on their next attack roll or saving throw.

  • Can scale to 5 allies at level 6, 7 allies at level 14.

Advanced Composition

.

Acoustic-Symphonic Barrier

You and allies within 10 ft gain +1 AC and resistance to psychic or thunder damage until the start of your next turn (reaction).

Electric: Static Conduit

When a creature hits you with a melee attack, they take 1d6 lightning damage, scaling to 2d6 at level 14.

Verbal: Resonant Command

  • When an ally within 30 ft makes an attack roll, you may use your reaction to grant advantage.

Masterpiece

.

Acoustic: Harmonic Finale

 

  • Once per long rest, create an area of 20 ft radius; enemies must make a Wis save or be stunned for 1 round, allies gain temporary hit points equal to your Bard level ×2.

 

Electric: Overcharged Crescendo

 

  • Once per long rest, choose a 20 ft line. All enemies in the line take 6d6 lightning damage, or half on a successful save.

 

Verbal: Epic Oration

Once per long rest, choose up to 5 enemies within 30 ft; they must succeed on Wis saving throws or be Frightened and unable to cast concentration spells until the end of your next turn.

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