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:
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Acoustic Path focuses on precision and nuance, producing melodies that enhance allies, manipulate perception, and subtly control the battlefield.
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Electric Path harnesses raw, surging energy, delivering bursts of destructive power that stun or damage multiple foes with electrified performance.
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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.
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Acoustic: Classical instruments, precise melodies, enhancing allies and controlling enemies.
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Electric: Amplified instruments or magical energy, focused on burst damage and disruption.
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Verbal: Voice and lyrics are your instrument, manipulating emotions and minds.
Acoustic Composition
Acoustic Path
Harmonic Resonance (Bonus Action, 1 per short/long rest)
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Choose one enemy within 30 ft: it must succeed on a Wisdom saving throw or be Charmed until the start of your next turn.
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Additionally, allies within 10 ft of you gain temporary hit points equal to your Bard level.
Melodic Strike (Reaction)
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When you attack with a weapon or cast a damaging spell, you may deal 1d6 psychic damage.
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Scales to 2d6 at level 6 and 3d6 at level 14.
Electric Compostion
Electric Path
Sonic Surge (Bonus Action, 1 per short/long rest)
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Choose up to 2 enemies within 30 ft. Each makes a Constitution saving throw.
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On a fail: 1d8 lightning damage + stunned until start of your next turn.
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Damage scales to 2d8 at level 6 and 3d8 at level 14.
Amplified Strike (Reaction)
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When you hit with a weapon or spell, you may deal 1d6 thunder damage.
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Scales to 2d6 at level 6 and 3d6 at level 14.
Verbal Composition
Verbal Path
Word of Command (Action, 1 per short/long rest)
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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)
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Up to 3 allies within 30 ft gain advantage on their next attack roll or saving throw.
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Can scale to 5 allies at level 6, 7 allies at level 14.
Advanced Composition
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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
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When an ally within 30 ft makes an attack roll, you may use your reaction to grant advantage.
Masterpiece
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Acoustic: Harmonic Finale
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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
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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.
Previous Versions
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