Bard
Base Class: Bard

By whacking at a creature to cause a knockout or by playing the booming sounds of a Hunting Horn, College of Harmony excels in switching between offensive and defensive action. A bard learned from the College of Harmony will be the biggest boon to allies and a domineering threat to enemies. 

Way of the Hunting Horn

You gain proficiency with the Hunting Horn and it may be used as a spellcasting focus. You gain proficiency with medium armor. You have learned how to swing the Hunting Horn in a way that plays a powerful melody of your choosing. Using a bonus action, bardic inspiration allows you to play a melody of your choosing.

 

Melodies of a Symphony

Melodies: Starting at 3rd level choose three melodies, then an additional melody at 6th, 10th and 14th level. At 3rd level, one buff/debuff is stackable on a creature, at 10th level, two different buffs/debuffs are stackable on a creature, and at 17th level, three different buffs/debuffs are stackable on a creature. 

If your target has to make a saving throw to resist a melody effect. The saving throw DC is calculated as follows:

Melody save DC = 8 + proficiency bonus + your Charisma modifier

Melodies

Melodies are listed here:

Absorb Cold

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Roll your bardic inspiration die to determine the amount of cold damage absorbed. This effect lasts until the rolled amount is absorbed or 1 minute. This effect does not stack with itself.

Absorb Fire

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Roll your bardic inspiration die to determine the amount of fire damage absorbed. This effect lasts until the rolled amount is absorbed or 1 minute. This effect does not stack with itself.

Absorb Lightning

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Roll your bardic inspiration die to determine the amount of lightning damage absorbed. This effect lasts until the rolled amount is absorbed or 1 minute. This effect does not stack with itself.

Absorb Poison

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Roll your bardic inspiration die to determine the amount of poison damage absorbed. This effect lasts until the rolled amount is absorbed or 1 minute. This effect does not stack with itself.

Attack Up

As a bonus action, you spend one bardic inspiration die to increase damage on a target's next successful weapon attack. You may target a number of creatures that can hear you within 30 feet equal to your charisma modifier. Your bardic inspiration die roll divided by two determines additional damage (minimum of 1).

Defense Up

Using one of your bardic inspiration die., choose a number of creatures equal to you charisma modifier that can hear you within 30 feet, they gain a +1 to AC until the end of your next turn. The benefit increases to +2 at level 17. This does not stack with itself. 

Evasion Up

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Targeted creatures gain a benefit to their next dexterity saving throw. Your inspiration die roll divided by three determines additional saving throw (minimum of 1). This effect does not stack on itself.

Hardiness Up

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Targeted creatures gain a benefit to their next constitution saving throw. Your inspiration die roll divided by three determines additional saving throw (minimum of 1). This effect does not stack on itself.

Health Up

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Roll your bardic inspiration die divided by two to determine the amount of temporary health points given. This effect lasts for 1 minute. At level 17 and up, temporary hit points is equal to the die roll.

Horn Blast

When you hit with a hunting horn attack, you can expend one bardic inspiration die as a bonus action to add thunder damage and the target must make a constitution saving throw or be deafened for 1 minute. The creature can make additional constitution saving throws at the end of each turn. Roll one bardic inspiration die to determine damage.

Inspiration Up

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Targeted creatures gain a benefit to their next charisma saving throw. Your inspiration die roll divided by three determines additional saving throw (minimum of 1). This effect does not stack on itself.

Knockout Strike

When you hit with a hunting horn attack, you can expend one bardic inspiration die as a bonus action and the target must make a constitution saving throw or be stunned and knocked prone until the end of its next turn.

Speed Up

As a bonus action, use one of your bardic inspiration die to target any number of creatures up to your charisma modifier within 30 feet that can hear you. Targeted creatures will gain 10 feet of movement for 1 minute. The effect increase to 15 feet at level 14. This effect does not stack on itself.

Magical Attack

Starting at 6th level, your Hunting Horn attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Crescendo

Beginning at 14th level, once ever long rest, your next bardic inspiration die roll while using your Hunting Horn automatically rolls the maximum value.

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