Bard
Base Class: Bard

The College of Symphonies is a bard who didn't stop at casually playing songs, they started living them. Someone who follows the College of Symphonies focuses their prowess for the arts in symphonious bliss. But there are several ways to play a song, so the college is divided into different music types.

Level 3: Style of Song

As music is divided into many genres, there are many paths a College of Symphonies Bard can take. Select one:

Style of Country

You follow the style of country. Soulful, raw, and longing. You recieve the following benefit from the Style of Country:

  • You have Advantage on saving throws against compulsion.
  • Enemies have Disadvantage on saving throws against compulsion enduced by you.
  • You have the uncanny ability to change your emotion at will.

Style of Jazz

You follow the style of jazz. Chill, expressive, and slow. You recieve the following benefit from the Style of Jazz:

Style of Pop

You follow the style of pop. Energetic, friendly, and popular. You recieve the following benefit from the Style of Pop:

  • Creatures have Disadvantage on Saving Throws against being Charmed, provided you are the charmer.
  • You have Advantage on saving throws against being Charmed.
  • You can grant creatures Bardic Inspiration as a reaction to them failing a save.

Style of Rock

You follow the style of rock. Powerful, energising, and loud. You recieve the following benefit from the Style of Rock:

  • The range of Bardic Inspiration is increased to 120ft
  • The range of oral spells (Vicious Mockery, Healing Word, etc.) is doubled.
  • You may amplify the sound of your instruments to increase the range of audibility up to 1 mile.

Level 3: Invigorating Song

You have a new use of your Bardic Inspiration. Whilst resting, you can sing a song to invigorate your allies. Roll a bardic inspiration die. You can give the following buffs (all of them, not just one) an amount of times equal to what you rolled. The buffs can be given to 1 creature, or it could be given to many, or you could even just give some of them to one, and a couple to another (you cannot target yourself with this effect):

  • You recieve 10 Temporary Hit Points
  • Reduce the next amount of damage you take by half (rounding down)
  • Add +1 to your next dice roll.

Level 6: Rousing Song

You can expend a spell slot to create a magical song of rousing. They must succeed on a Constitution saving throw in order to wake up. The DC = 26 - (Spell Slot Level x 2). This can rouse a creature from magical sleep, general slumber or even anaesthesia. This also recovers 1 point of Exhaustion, regardless of its cause.

Level 14: Words of Resonance

You have learnt to incorporate magic into your symphonies, accomplishing many things. At levels 14 (now), 17, and 20, you must select one way of Song Magic:

Resonating Calm

You tend to soothe others with your jazzy music. You always have Greater Restoration and Dispel Magic prepared. Greater Restoration's range is increased from Touch to 60ft. Once per Long Rest, in song (2+ Minutes), you may cast these spells without expending a spell slot.

Resonating Energy

You decide to channel the feel-good energy of pop. You gain the ability to really liven a party, break tension and relents. You always have Aura of Parties and Otto's Irresistible Dance prepared. You needn't hold Concentration for either of them when cast in song (2+ Minutes).

Resonating Sorrow

You are innately able to weave sorrow, amongst other emotions, into your songs. You always have Antipathy/Sympathy prepared. You can cast it with a 7th level spell slot, rather than an 8th level. If you cast it at 7th level, you can be the only target, the AoE is reduced to 60ft, and it affects everyone, except those of higher level/CR than you and up to 6 allies of your choice. Also, the duration of this spell is reduced to 1 day (24 hours), and the casting time is reduced to the duration of the song. You can only cast it this way whilst in song (2+ minutes).

Resonating Thrum

You choose to rock out, weaving empowering energy into your songs. You always have Heroism and Freedom of Movement prepared. They become ranged (60ft) spells when incorperated into a song (2+ minutes), and Heroism lasts for 1 hour, without Concentration. Also, whilst incorperated into song, these spells don't require a Somatic or Material component, and target 3 creatures rather than 1.

Silver-Tongued Singing

You always have Geas and Mass Suggestion prepared. You can cast both of these spells at 7th level without expending a 7th level spell slot (instead expending a 5th (for Geas) or 6th (for Mass Suggestion)) once per Long Rest during a long song (3+ Minutes).

Song of Health

You always have Healing Word and Mass Healing Word prepared. When you incorporate either of these spells into a 1+ minute song, they always heal the maximum amount. Each of these spells can be cast without expending a spell slot once per Long Rest.

Words of Fear

You always have Fear and Dissonant Whispers prepared. When you cast Fear or Dissonant Whispers whilst singing (1+ minute), you can choose the area and range out of:

  • A 30 ft. cone originating from you
  • A singular creature within 60ft
  • A 20 ft. emanation originating from you

Words of Humour

You can now sing improv both so awful it's funny and so humourous it's... well... humourous. You can activate one of the following effects whenever you sing improv (2+ minutes) an amount of times per long rest equal to your charisma modifier (min of 1).

Sound Effects. You have advantage on any check you make to humour someone, provided it is accompanied with a sound effect.

Enthrall. You draw the attention of everyone around you, subtracting 10 from their Wisdom (Perception) Checks and Passive Perception for anything not within 2ft of you or them

Unpained. While you are singing, creatures within 60ft of you do not notice if they take damage, unless it causes them to be Bloodied.

Occupying. While you are singing, creatures within 60ft of you must make a Wisdom Saving Throw (against your Spell Save DC) or be unable to cast spells either for 3 minutes or the duration of the song (which ever is shorter).

Attract. While you are singing, creatures within 60ft of you must make a Wisdom Saving Throw (against your Spell Save DC) or be Charmed by you and walk towards you, stopping once they enter within 5ft of you. They remain Charmed for 10 minutes, or until they take damage from you or one of your allies.

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