Bard
Base Class: Bard

The Conductor refers to the Gods, Goddesses, Monsters of music/ sound as a whole. These deities include Pan, Apollo, The Muses, Harpies, Sirens, Banshees. From them you learn how to draw power from sounds and music all around you. The word Conductor also refers to the name that is given to the bards that follow their teachings as they conduct music into existence. You can create music and sounds from just the movements of your arms, wrists and fingers. Bards in the College of the Conductor are beings who's souls ring with the very essence of music and sounds is the very core of their being. A world of silence would be a world of endless suffering and pain for Conductors. When a Conductor sees a city, town, village, family, a single person even, they will want to fill them with the joys of music and will perform for them to enlighten spirits or to even fend off oppressors of happiness. However some Conductors will focus solely on the destructive power of music and use its power for their own benefits, although this is possible for a conductor to do, it is looked down upon and the some musical deities will from upon it.

Symphokinesis

At 3rd level you gain the ability to use your hands whilst weaving music as a spell casting focus. So you can only create magic using your hands in this way. However if you wish to you can still use musical instruments as a spell casting focus.

Additionally you gain the performance skills if you don't already and whilst you Symphokinesis you can use your dexterity modifier for the the skill instead of its original modifier.

Combat Music

At 3rd level you gain the ability to use an action to apply your music in combat. You will gain a choice to use the music either defensively or offensively. 

Defensively: you weaves music around yourself and a number of allies equal to your charisma modifier in a 30 foot radius granting a +1 to armor class. You can increase the the armor class by 1 for each bardic inspiration die you wish to expend. This effect lasts for 1 minute

Offensively: your music surrounds you ready to make a strike at your command. You make a ranged attack to deal 1d10 psychic damage. You can increase the damage of the attack by rolling bardic inspiration die and adding the number to the damage total. You can add additional inspiration die as long as you have them to expend.

Chorus

At 6th level you gain the ability to pick one level 2 spells from any class. With you music you can cast this spell at will and without expending a spell slot. However you cant cast the spell at a higher spell slot that you don't have access to. The spell counts as a bard spell and so uses your charisma modifier if the spell requires it. However as this is your chorus, there is no changing it. So you cant change the spell once you've chosen it as your chorus.

The Orchestra

At 14th level you have mastered your ability to bend music to your will and wave it into perfect melodies and songs. You can summon your orchestra to aid you in bending music into great shapes to create unfathomable songs that could rival the very gods that inspired you. You use the orchestra to perform a song from your soul.

When you perform the song it can last up to an hour and requires concentration. If you focus solely on the song you don't need to make concentrations check however, if you perform another action or bonus action you have disadvantage on concentration checks. If you take damage whilst focusing on the song you just need to make a straight concentration check

Once you perform a song you cant do so again until you have finished a long rest. However by expending a bardic inspiration die you can gain additional uses for each die you use, however you will not get these bardic inspiration until you have completed a long rest. You can perform the songs without the bardic inspiration after its initial use but you will takes points of exhaustion.

Song of Chaos

Enemies within a 60 foot radius have a disadvantage on saving throws and attack rolls. Additionally they need to make a wisdom save and on a fail become frightened. They can repeat this saving throw once each round to no longer be under the frightened effect. However if they see you take damage then they also loose the effect of being frighted and cant be frightened again for the rest of the song.

Song of Sirens

All hostile enemies in a 120 foot radius centred on you are drawn to your siren song with the soul intent of killing you. You gain a bonus 10 to your armor class during this song. The hostile creatures can't be swayed to attack anyone else but you even if they themselves take damage.

Song of Vitality

All allies within a 60 foot radius regain 1d8 hit points plus your charisma modifier each round. They cant be healed past maximum health. If an ally is unconscious this song on one round will stabilise them and on the next round they will start to benefit from the health regeneration of the song.

Song of War

You empower yourself and allies around you within a 60ft radius. With this empowerment you and your allies gain a +10 to all saving throws, attack rolls and damage rolls.

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