Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

As a bonus action, you can magically summon an Amp looking totem to a point you can see within 60 feet of you. The Totem creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it's appearance is linked to what music the caster is playing. As a bonus action, you can move the totem up to 60 feet to a point you can see.

The Totem persists for 10 minutes. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the totem's aura depends on the type of music you play from the options below.

Rock: The Rock genre grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your Bard level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Classical: The Classical genre is a mind clearer, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Pop: The Pop genre lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your Bard level.

Electro: The Electro genre lends its speed to those feeling sluggish. You and your allies gain advantage on Athletics, performance, Agility, and dexterity checks and saving throws. In addition players in its aura gain an extra 50ft of movement speed for the next 5 turns decreasing 10ft per turn. After the aura or speed fades creatures affected by the aura will feel exhausted losing 10ft of their base movement speed.

Country: The Country genre puts out a calming aura. All creatures in its aura will slowly start to feel charmed and soothed giving them disadvantage on all attack rolls for 2 turns. Creatures making any persuasion, deception, perception, and history checks and saving throws while in its aura.

Blues: The Blues genre puts out an aura that makes targeted creatures remember all their past traumas, regret, guilt, sorrow, and repressed memory's. Giving effected creatures disadvantage on all Constitution, wisdom, and charisma checks and saving throws. 

Hardcore punk: The Hardcore punk genre emits a dreadful aura that causes all effected creatures to feel an increasing sense of fear, dread, anxiety and unease. Effected creatures will be unable to flee and will have disadvantage on all attack rolls against the caster.

Heavy Metal: The heavy Metal genre emits a booming aura. All creatures in the affected area will be sent into a rage and attack any creature in sight making anger and hatred the only emotions. Affected creatures gain advantage on all attack rolls. In addition all effected creatures gain 5 + 1D4 temporary hit points, but must attack any creature in sight friend or foe.

Available For: Bard (Legacy) Bard (Legacy) - College of Valor (Legacy) Bard (Legacy) - College of Glamour (Legacy) Bard (Legacy) - College of Creation

FelFireBeats

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