Bard
Base Class: Bard

The college of the Steelsong give bards access to very direct forms of attack, focusing of inflicting damage, at any cost. Bards from this college have studied the arts of necromancy and dark magic and how to harness it in the form of music. This research produced a branch of music not seen before: Loud, intense and often played with drums and stringed instruments such as lutes and lyres. Bards from this college are not inherently evil, but respect the fact that magic itself can be used, no matter how dark, for any purpose the user desires, good or bad. This ideology is what drives bards from this college. the access to powerful spells and powerful music, so they might fully express themselves and spread their story to others.

This college encourages very dramatic behavior, with strong personalities and often somewhat overpowering presence being a common feature of bards from this college.

Shadowy Songsmith

As a newly apprenticed bard of the College of the Steelsong, your first lesson was in the use of a power chord that strikes fear into the hearts of those who hear it. You can cast the spell Fear once per day without expending a spell slot, and you can use this feature again only after completing a short/long rest. At higher levels you may use this feature more times. You can use this feature 2 times per day at 6th level before needing to complete a short/long rest, and 3 times per day at 11th level or higher, before needing to complete a short/long rest.

Dark Songsire

As a bard from this college, your primary focus will be learning about how darker magics might be controlled using music. In doing so, you gain access to some extra spells unique to this college. Starting at 3rd level, you learn two spells of your choice from the following of the following: Toll the Dead, Spare the Dying, Spirit Guardians, Fire Bolt and Animate Dead if you do not already know them.

Additionally, you have resistance to Necrotic damage.

 

Dark Lariat

The use of dark, haunting music has become a part of who you are. As such, you now begin to learn how to use that to empower not only yourself, but others as well. You may use a bonus action to give yourself or another creature you can see within 30ft. an additional amount of damage to their next attack equal to 1d4 + your Charisma modifier. The number of additional damage dice is increased to 1d6 at 6th level, 2d6 at 11th level and 3d6 at 16th level. The damage type is either Necrotic, Psychic or Poison.

Orchestrated Hatred

Your music is your form of expression. It is how you interact with the world, and how you affect those around you. You now realize how to use that music to bestow negative effects on an opponent you can see within 50 ft. of you. As an action, you may expend a use of your Bardic Inspiration die to bestow a negative effect on a target of your choice within 50ft. of you. You roll your bardic inspiration dice to decide on the effect that target receives. see the table below to see what effect is bestowed. The number of targets this feature can target increases as your Bard level increases. you may target 1 other creature at 3rd level, two targets at 10th level and 3 targets at 16th level or higher. 

 

Bardic Insp. Die Effect
1 Your music floats across the air towards the target, striking them with a minor curse. The target has disadvantage on all ability checks for 1 minute
2 You weave a song of horrid woe. For the next 1 Minute, whenever the target makes an attack roll, they roll 1d4 and subtract the value of that roll from their attack roll.
3 You Strike a chord that is powerful, to the point where the target is physically shocked by it. The target becomes Palayzed.
4 You play a song of intense power and emotion. The sound reaches deeep into the heart of the target and scares them to their core. The target drops any weapon it was holding and is Frightened for 1 minute..
5 The target has disadvantage on attack rolls and Attacks made that target it have advantage. This lasts for 1 minute
6 You glare at the target. as you play your awful tune, the music sinks deep into the heart of the target. The target becomes Patrified.
7 You play a haunting melody, which confuses the target to the point of lunacy. The Target must use its next action to attack a creature of your choice.
8 You play a terrible tune that weaves towards the target. They must waste their next action doing nothing and cannot move for their next turn.
9 Dark purple mist courses out from you as you hum a daunting melody, weaving towards the target. The target becomes Poisoned and Paralyzed
10 Your terribly powerful music wraps itself around the target, penetrating their mind. The target drops all items they are holding. It must waste its next turn doing nothing and during its next turn it is weak to necrotic and psychic damage.
11 Your music forms into tendrils of physical magic, which constrict the target. The target becomes poisoned, paralyzed and is restrained.
12 You stare at the target and utter a musical note that freezes the target, encasing them in stone. The target becomes petrified.

Symphony of Pain

This college has taught you well. use of powerful spells is the next step, but power has a cost. You gain access to a single high-level (8th or 9th level) spell per day, a. However, you take A number of damage dice on-cast with respect to which spell you cast. You can only use this feature once per-day before completing a short rest

The spells you gain access can be seen below, as well as the damage dice you will take on-cast:

Spell Name Damage Taken on-cast

Abi-Dalzim's Horrid Wilting

2d6

Power Word Kill

3d6

Meteor Swarm

2d8

 

Scene of Suffering

The finale, one of the most important parts of every great show! Your training has brought you far in the College of the Steelsong, and one of your last lessons was on how to make a finishing move! As an action, you strike a note or chord on your instrument. Any number of creatures that you choose within a 50ft. radius, centered around, you must make a Charisma Saving throw with a DC save of 20+ your Charisma modifier. Creatures that are deafened automatically succeed. On a fail, each target will take 20d8 Necrotic damage, and become Deafened, Poisoned, Paralyzed and Stunned. Each creature that succeeds takes half 20d8 Necrotic damage and are Deafened and Poisoned. You also roll 5d6 and gain life equal to the total. You can only use this feature once per day without completing a long rest. At 16th level, you can use this feature twice before a short or long rest is required. 

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