Tremorsense. Due to their extensive exposure of music and vibrations, and furthermore the viable fact that it runs through their body as a life source, the band can detect any sort of movements on land within a 60ft. radius of the them through the vibrations and react accordingly.
Flying creatures and incorporeal creatures are immune to this, as their vibrations through the air and other planes of existence are too faint to trace.
Darkvision. As the band doesn't get much exposure to the sunlight, or any light really, the band has embraced the dark atmosphere they have been habituated in, and can see through darkness through as if it were dim light for a distance of 40ft. and through dim light as though it were bright light for 100ft.
Mind Piercing. Ranged Weapon Attack: +8 to hit, reach 60 ft., one target. Hit: 12 (1d10 + 4) necrotic damage. The band plays a sharp tune that is painful to the ears, that upon being targeted on a player, they must succeed in a DC 17 Constitution save, causing severe headaches for 1d4 hours on the target on a fail. Headaches make the target prone to the musical attacks of the band, adding a 1d8 to the damage total. On a success, the player receives half of the total damage, and doesn't get a headache. If the targeted already has a headache, the effects do not stack. Headaches will be cured by the action of healing as a side effect, by any of the healing spells like healing word or a potion of healing.
Daunting Tones. The band plays a tone that is horrifying to any listeners within a 30ft radius of the band, and to avoid the following consequences, any non-undead target standing within that distance of the band must succeed on a DC 12 Wisdom saving throw, and upon a fail, will be hit by the effect of the daunting tones resulting in them ending up frightened for 1 minute (10 rounds). The character can successively take a DC 12 Wisdom saving throw every turn, losing the effect upon a success. Once a character has lost the effect of the daunting tones, it is immune to the band's daunting tones for 24 hours.
One of us (Recharge 7). The bards in unison try to play an intoxicating tune that once targeted on one humanoid within 15 feet of the band, they must succeed on a DC 14 Charisma saving throw (DC 16 Charisma saving throw if the target in question is a Bard). On a fail, the target is now incapacitated and falls in control of the enchanted music played by the Band, but doesn't lose awareness and is completely aware of what actions they are doing. The host will retain it's original stat block and will perform actions in the will of the band. Although the band will not gain access on any of the spells or proficiencies or class features that the host has, and can only perform physical attacks with physical weapons the host has on or around them. If the host is a bard, then the host will fall into order with the rest of the band and give an additional 1d6 to each of the attacks that the band performs.
The possession will only falter once: the host reaches 0 hit points, the Band loses possession due to the wild magic surge of their incomplete notes, the Band is defeated, the Band ends possession as a Bonus Action, or the possession is broken by an effect like the dispel evil and good spell.
Horrifying Melody. The band casts a smaller version of the daunting tones as a bonus action on any one target, and the target must succeed on a DC 13 Wisdom saving throw to avoid the effects.
Chords of Healing. Retained from their living days, however not completely, the band plays a few chords reminiscing the healing word spell as a bonus action to heal 2d8 hit points.
Hymn of Harmony. The band plays a sweet song for one target and they must succeed on a DC 15 Wisdom saving throw to avoid being charmed. Once charmed the target will stay charmed for 30 seconds (5 rounds). The character can successively take a DC 15 Wisdom save every turn, losing the effect upon a success.
Raise The Fallen. The band plays a necrotic melody and raises the dead that had previously fought them, and orders them to attack you. The undead minion of the band charges for you with their unarmed fists, doing 1d6 necrotic damage. The band can only raise one undead minion at a time.
Description
A Band Of Time is formed when a group of bards collaborates to play music, and their music is so enchanted that they end up trapped in their own musical field, no more having control over their senses or thinking, endlessly giving into the life of music. Their bodies are supported up by the magical essence of the magic they play, and their lives are literally, their music.
Fragile Life. The undead bards are only powered by the magic of the music they play, and have been playing for who knows how long. Hence, the life force in these beings is relatively low. The bards can easily be killed if caught off guard, and that will result in the downfall of the whole band in the ultimatum.
Incomplete Notes. Once any of the band members has fallen, the music of the band will start to fall out of order and this will result in the spells and actions they perform to have unexpected and unintended effects, which will be determined by a wild magic surge, the band will have to roll a 1d100 and deal with the respective effect.
Undead Nature. As undead creatures, any members of the band don't require any food, water, or sleep, and can endlessly keep performing their music till they are killed or moved away by the force of their magic.
Previous Versions
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5/19/2021 1:38:33 PM
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25
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1
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5/19/2021 1:58:21 PM
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25
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1.1
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5/19/2021 2:43:16 PM
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30
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1.2
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6/16/2021 9:34:03 AM
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32
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1.3
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7/8/2021 3:28:37 AM
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35
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1
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1.4
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Coming Soon
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