Base Class: Bard
"Music of the Soul" is the belief of bards from the college of Jazz, they spread this narrative with others as they wander the world spreading their sometimes slow and sweet, sometimes fast and loud jazz.
Now others would not take this narrative the bards spread for anything other then a simple quote, but these bards know very differently that the magic and music they use are one in the same as are they, every beat of a drum, strum of a chord or note sang reverberate through their very soul, able to summon spectral bandmates and summon instruments from nothing these bards understand that their music is their soul.
Instrument of the Soul
Starting at 3rd level, You pledge yourself to the rhythms, beats and pace of jazz awakening to your powers and abilities.
You can use your action to create a pact instrument in your empty hand. You can choose the form that this instrument takes each time you create it (see Player's Handbook pg154 for instrument options). You have Expertise with your chosen instrument while you wield it. This instrument counts as magical for the purpose of overcoming resistance and immunities.
Your pact instrument disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the instrument (no action required), or if you die.
You can transform one magic instrument into your pact weapon by performing a special ballad while you hold the instrument. You perform the ballad over the course of 1 hour, which can be done during a short rest. You can then dismiss the instrument, shunting it into an extradimensional space, and it appears whenever you create your pact instrument thereafter. You can affect an artifact or a sentient instrument in this way. The instrument ceases being your pact instrument if you die, if you perform the 1-hour ritual on a different instrument, or if you use a 1-hour ritual to break your bond to it. The instrument appears at your feet if it is in the extradimensional space when the bond breaks.
Jazz Ensemble
Starting at 3rd level, you gain the ability to summon floating spectral instruments that play subtle jazz music in the background, as a bonus action you choose a certain set of these floating spectral instruments one-four (depending on instrument) spectral figures appear in form to play alongside you, they can be any humanoid race, small-medium height and size and play any instrument you choose from the Instrument list (Listed below), you gain different effects and bonuses depending on the spectral figures instruments.
You can summon these spectral figures equal times to your Proficiency bonus times per long rest.
Saxophone. Requirements: (Only one spectral figure), Lasts for 1 minute.
- While a spectral figure plays the Saxophone your spell save DC is increased by +1, and you have advantage on Concentration checks.
Drums. Requirements: (Only two spectral figures), Lasts for 1 minute.
- While two spectral figures play the Drums, your Spell Attack is increased by +1, and you can cast two single target cantrip spells however they have two be targeted at two separate targets.
Bass. Requirements: (Only three spectral figures), Lasts for 1 minute.
- While three spectral figures play the Bass, as an action you choose one-three creatures within 10ft, these creatures must make a Charisma Saving Throw or take (1d4-3d4 Lightning damage) as electric chords explode forth from your bandmates.
Violin. Requirements: (Only four spectral figures), Lasts for 1 minute.
- While four spectral figures play the Violin, as a reaction when you are about to be attacked the violinists attempt to distract the attackers, the creature attacking you must make a Wisdom saving throw, on a failed save the creature must choose another target within 15ft, on a successful save or if there are no other creatures within 15ft, the attacker tries destroying near inanimate furnitures and objects.
Piano. Requirements: (When making a performance check roll 1d4 small spectral figures), Lasts for 1 minute
- You roll 1d4 to determine how effective this piano is, if there is one small piano player you gain +1 to Charisma (Performance) checks, if there is two small piano players you gain +2 to Charisma (Performance) checks, if there is three small piano players you gain +3 to Charisma (Performance) checks, if there is four small piano players you gain +4 to Charisma (Performance) checks.
Musical Styling
Starting at 6th level, when you grant Bardic Inspiration to an ally you can choose from one of the following benefits.
You can use these features equal times to your Bardic Inspiration total.
- Bebop. You play an intricate melody and a pop style harmonic structure granting your ally and one other non hostile creature you choose within 10ft of your ally both gain +10ft of movement, and gain +2 to Dexterity saving throws and checks, these benefits last for 1 minute.
- Blues. When you inspire your ally you can choose one hostile creature within 30ft of your ally, that target must make a Charisma Saving throw or take (2d6) psychic damage and suffer Disadvantage on their next attack, on a successful save the creature takes half the damage and does not suffer Disadvantage on their first attack.
- Free. You play an improvisational piece letting the music guide your freeing performance, your chosen ally can no longer have their movement affected in anyway and can not be restrained, or incapacitated by any means for 1 minute.
- Cool. You play a jazz solo with soft and smooth harmonices and tones granting your chosen ally (5 + your Charisma Modifier) hit points, this effect is instantaneous.
Specter of Rythm
Starting at 14th level, When you summon your Jazz Ensemble you become a specter of the music within your soul gaining new benefits for 1 minute.
- You gain a fly speed equal to half your total movement.
- You can move through solid objects that are less than 5ft thick and other creatures, if you end your turn inside a creature or objects space you take (1d8 psychic) damage.
- You gain resistance to attacks that deal Slashing, Piercing, Bludgeoning, Thunder and Force.
- At the start of each of your turns you gain (1d8 + Charisma) temporary hit points.
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