Base Class: Bard
As a bard of the college of craftsmanship you've realized that a great deal of power is held within the instrument itself. Learning how to create them and pouring your soul into the process is what gives Bards of the college of craftsmanship better musical power then most. You have studied various forms of soul magic so that when you create your instruments a piece of you goes inside of it.
Bonded Instruments
You've learned to create instruments through long arduous practice. You can now create instruments when you dedicate time to it either on a short or long rest. Work with your DM to Find out how long it would take to make each instrument as well as the materials needed for each one. When going through this process you can embed a piece of your magic into the instrument to give it various different abilities and affects when using this instrument as listed below. You can have two instruments enchanted in this way when you choose this college at Lv3, three at lv6 and four at lv14. If you attempt to create an extra instrument when your limit has been reached you will choose one of the previous instruments to lose their magic and become a regular instrument. If an instrument is destroyed by actions not under your control you will take 3d6 psychic damage because of the forceful cut off of your link to the weapon. Only the creator of the instruments are able to use these instruments with it's bonus affects. The instrument will be treated as a regular instrument to anyone that isn't the creator.
- Instrument of War. You have imbued evocation magic into your instrument, transforming it into a magical weapon. You are proficient with your Instruments of War. A large instrument infused this way(such as a drum, lute, or harp) is a ranged weapon with a normal range of 15 feet and no long range and the two-handed property that deals 1d10 thunder damage. A small instrument infused this way(such as a horn, flute, pan flute) is a ranged weapon with a normal range of 30 feet and no long range that deals 1d6 thunder damage. You may add your Charisma modifier, rather than Dexterity, to the attack and damage rolls you make with Instruments of War. You do not have disadvantage on attacking targets within 5 feet of you with Instruments of War. When you make an attack with an Instrument of War, you may expend one use of your Bardic Inspiration to add the gain a bonus to the attack roll equal to the number rolled. Alternatively, you may expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit equal to the number rolled on the Bardic Inspiration die.
- Instrument of musicianship: You have Imbued illusion magic into the instrument. Allowing it to have a broader range in tones and sounds. Whenever you make a charisma performance check with this instrument add your charisma modifier twice instead of once to the roll.
- Instrument of relief: You've specifically channeled evocation magic into this instrument allowing it to grant greater healing to your allies. Whenever you cast healing magic with this instrument as your focus you may spend a bardic inspiration dice to add the number rolled to your healing. At 6th level you can add two dice to the roll for each bardic inspiration spent this way, and at 14th level you can add three dice added to the roll for each bardic inspiration dice used in this way.
- Instrument of inspiration: You've channeled a piece of your self into this instrument, allowing you to grant a greater source of bardic inspiration. Whenever you give bardic inspiration with this instrument, the target may add your proficiency bonus to their bardic inspiration roll.
- Instrument of memory: You've channeled a piece of your magic into this instrument allowing you to store a spell of 2nd lower that you can cast as an action during your turn. Storing the spell must part of a long rest. Any stored spell can be cast immediately ignoring any casting time attached to the spell. It does not waste a spell slot during your turn. At 6th level you are allowed to store any spell with a spell slot of 2nd and lower and a spell with a spell slot of 4th and lower. at 14th level you add a spell of 6th and lower as well.
- Instrument of the initiate- You’ve channeled this instrument with the knowledge of a cantrip. When you make this instrument, you choose a cantrip from any spell list to imbue into the instrument. When using this instrument as a focus you have access to a cantrip you imbued into it when you made this instrument.
- Instrument of shielding- You’ve specifically channeled abjuration magic into your instrument allowing you to create a sound barrier for a short time. As a reaction you are able to use your bardic inspiration to add your charisma modifier to your AC until the beginning of your next turn as long as you have this instrument.
Skilled hands
You've learned how to craft instruments and gain benefits because of it. You gain expertise with the use of wood working tools as well as proficiency in a skill of your choice. You also gain expertise in one skill you already know. You also gain proficiency in two more instruments.
Practiced Hands
It takes you half as much time to create your instruments because of how long you have been creating them. Also while you're creating your instrument you may roll a d20 with your woodcarving modifier at the end of the process. If you roll an 18 or higher you are able to apply two aspects to this instrument instead of one. Those aspects cannot be the same. You also gain proficiency with one more instrument and one more set of artisans tools.
Master Craftsman
With your experience you are able to consistently create instruments of outstanding quality. At the end of the instrument making process you are able to roll a d20 plus your woodcarving.. If you roll 15 or higher you can have two aspects to your instrument. If you roll a natural 20 then you may add three. These aspects cannot be the same. You've also learned to polish your skills even further, you gain expertise in one more skill.
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