Base Class: Bard
The College of Shi-No Uta is dedicated to mastering the manipulation of sound - not just as music to be heard, to aid allies or disrupt enemies, but to destroy their foes with deadly sonic attacks, channeled through their instruments.
This secretive order of bards have long held close ties to various clandestine organizations, given their ability to easily blend into public settings and unleash terrifying attacks against foes before anyone can determine where the attacks are coming from. Their musical weaponry emits highly damaging sound waves which are nearly invisible to the naked eye, but can cut through flesh as sharply as any blade. These beautiful, charming, and mysterious artists often seek work in the world where their talents are best suited: war, spycraft, and assassinations. Originating from a long line of musicians that are the sole source of magic-based music in the islands of Fa-Linhua, the College of Shi-No Uta is rarely discussed in polite company, and more rarely joined by those who have found the means to tap into the mysterious and beautiful magic of music.
The Secrets of the Shi-No Uta
When you join the College of Shi-No Uta at 3rd level, you learn how to manipulate the sound from the instruments you are playing as a force against your foes. You can use a musical instrument you are holding to make a special ranged weapon attack. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is Thunder, its range is 150 feet and its damage die is equal to your Bardic Inspiration die. If you attack this way, you may also use your bonus action to make another attack, however an attack made this way deals the previous die of damage (a d6 would become a d4, a d8 would become a d6, etc.) instead of a your inspiration die.
Songs of Unmaking
Also at 3rd level, you learn two Songs of Unmaking. Songs enhance a musical weapon attack in some way. You can use only one song each turn. Each time you learn new songs, you can also replace one song you know with a different one. You learn 2 additional songs of your choice at 7th and 1 extra at 15th level. A use of this feature is only expended if the attack hits. If a song requires a saving throw, the DC is equal to your spell save DC.
You have four uses of this feature. You gain an additional use of this feature at 7th level and one more at 15th level. You regain all expended uses during a long rest.
Song of Blood
When you make a music weapon attack against an enemy, if the attack hits, they take an additional 1d8 piercing damage. You gain an amount of health equal to half the additional damage dealt. The amount of damage dealt increases by 1d8 when you reach 5th, 10th and 15th level.
Song of Restoration
When you target a creature with this attack, they take no damage from the triggering attack. Additionally, no attack roll is required. Instead, that creature may use its reaction to roll a save against one of the following effects: blinded, deafened, paralyzed, charmed, frightened or poisoned. If you have any uses remaining, you may immediately give the targeted creature a use of your Bardic Inspiration. A Bardic Inspiration can only be given once a turn if this song is used.
Song of Snares
When you make a music weapon against a creature, that creature and all creatures in a 5 foot radius of your target must make a strength save against your Spell Save DC or they take 2d4 slashing damage and are restrained until the end of their next turn. Passing the save reduces this damage by half and the creature is not restrained. The amount of damage dealt increases by 1d4 when you reach 5th, 10th and 15th level.
Song of Soothing
When you target a creature with this song, they take no damage from the triggering attack. Aditionally, no attack roll is required. Instead, you cause that creature to immediately regain 2d8 hit points. This healing increases by 1d8 at 5th, 10th and 15th level.
Song of Terror
When you make a music weapon attack against a creature, that creature takes an additional 1d8 psychic damage and must succeed at a Wisdom save against your Spell Save DC or become Frightened of you until the end of their next turn. The amount of damage dealt increases by 1d8 when you reach 5th. 10th and 15th level.
Song of the Swift
When you target a creature with this song, they take no damage from the triggering attack. Additionally, no attack roll is required. Instead, you cause a number of creatures within 30 feet of you equal to your proficiency bonus to increase their speed by 10 feet for 1d4 rounds. This increase lasts for 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level.
Song of the Veil
When you make a music weapon attack against a creature, that creature takes an additional 1d8 force damage and must succeed at a Charisma save against your Spell Save DC or be momentarily banished to an alternate plane to the on you're on. Creatures who are native to this plane have advantage on the save. A creature successfully basnished this way is incapactiated, and returns at the end of their next turn. If a creature passes this save, the damage dealt is reduced by half and they are not banished. The amount of damage dealt increases by 1d8 when you reach 5th, 10th and 15th level.
Song of the Wind
When you make a music attack against a creature, that creature and all creatures in a 5 foot wide line between you and your target must make a Dexterity save against your Spell Save DC or be dealt 1d8 bludgeoning damage and be knocked back 10 ft. Passing this save reduces the damage by half and the creature is not knocked back. The amount of damage dealt increases by 1d8 when you reach 5th, 10th and 15th level.
Song of Venom
When you make a music weapon attack against a creature, that creature takes an additional 2d4 poison damage and must succeed at a Constitution save against your Spell Save DC or become Poisoned until the beginning of your next turn. The amount of damage dealt increases by 1d4 when you reach 5th, 10th and 15th level.
Mastery of Music
Becoming one with the music inside and around you, you're able to always call it on. Beginning at 6th Level, when you begin combat and have no uses of Songs of Unmaking left, you immediately regain one use. At 14th level, this increases to regaining two uses.
Song of Death
Starting at 14th level. you can unleash a deadly sonic blast that deals devastating damage to anyone in the area. As an action, you can target a point you can see within 150 feet of your location with a Song of Death. When you do, the song travels in a straight line between you and that destination and then explodes. Any creatures in a 5 foot wide line between you and that point, and all creatures in a 30 foot radius sphere centered on that point must make a Dexterity saving throw against your Spell Save DC. A target takes 8d8 thunder damage and is stunned until the end of their next turn on a failed save, or half as much damage and they are not stunned on a successful one. The thunder bounces around corners and off walls. It shatters objects as hard a 1 foot thick of stone or weaker objects in the area that aren't being worn or carried. You must then finish a long rest before you use Song of Death again.
Previous Versions
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