Base Class: Bard
Bards of the College of Composition work tirelessly to arrange music that is worthy of the Ages. They recognize the power a single note can have to make a piece that can inspire the masses or cut down the unworthy. Bards of the College of Composition are sometimes referred to as Chordweavers.
Bonus Proficiencies
When you join the College of Composition at 3rd level, you gain proficiency in Medium Armor and Shields.
You gain proficiency in 2 additional musical instruments of your choice. Additionally, whenever you reach a level that allows you to take an ASI you can change proficiency in a number of instruments equal to half your charisma modifier rounded up (minimum 1).
Concerto
Starting at 3rd level you can use an instrument as an implement of battle. On your turn, as a Bonus Action, you may expend 1 use of your Bardic Inspiration to transform an instrument you are holding with which you are proficient into a magical weapon that you are also considered proficient with. The weapon’s primary damage type is determined by the instrument type (table below) and its damage die is equal to your Bardic Inspiration die. These are simple weapons that have the Light and Finesse property, are considered magical for the purposes of overcoming resistance and last for 1 minute. You can dismiss this magical enhancement at any time (no action required) and they lose their magical benefits if another creature attempts to use them or they are more than 10 feet away from you. As a Bonus Action, you may expend a use of your Bardic Inspiration to change the damage type of your Concerto enhanced instrument to the secondary damage type or back to primary (table below).
WEAPON DAMAGE TABLE
INSTRUMENT TYPE PRIMARY DAMAGE SECONDARY DAMAGE
Brass/Woodwind Piercing Necrotic
Percussion Bludgeoning Thunder
Composition
At 3rd level, when you hit a creature with an instrument enhanced by your Concerto ability, after using the Attack action, you can use your Bonus Action to play one of your Compositions (table below). You can only ever play 1 Composition per turn.
You can play a number of Compositions equal to your Proficiency bonus and regain all expended uses when you finish a Long Rest. You may expend a use of your Bardic inspiration to play a Composition if you have no uses remaining, however, you may only do so twice per Long Rest.
If the effects of a Composition require a creature to make a saving throw, the DC is equal to your spell save DC.
COMPOSITIONS:
Fight or Flight of the Valkyrie – You and a number of friendly creatures equal to your Charisma modifier (minimum 1) within 30 feet of you that can hear you gain temporary hit points equal to twice your proficiency bonus and resistance to damage of the same type as your instrument enhanced by your Concerto ability. Damage resistance lasts until the start of your next turn and the temporary hit points last until depleted or your instrument enhanced by your Concerto ability reverts to its mundane state.
Welcome to the Feywild – You can choose a number of hostile creatures you can see within 30 feet of you equal to your Charisma modifier (minimum 1). These creatures must make a Wisdom saving throw or take psychic damage equal to 1 roll of your Bardic Inspiration die and become frightened of you for 1 minute. Any creature that succeeds on its saving throw takes half damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The frightened effect also ends early if you play a different composition. A creature frightened by this Composition cannot be frightened by it again for 24 hours.
Mount Celestia can wait – Roll a number and type of dice equal to your Bard Hit Dice. Take the total number you rolled and divide it up between any number of creatures you can see within 30 feet of you (which can include yourself) up to your Charisma modifier (minimum 1). If the creature is friendly, they regain a number of hit points equal to the number you assigned them. If the creature is hostile, they take Radiant damage equal to the number you assigned them or half as much if they succeed on a Dexterity saving throw. You cannot assign more than half the number rolled to any single creature. This Composition can only be played once per Long Rest.
Thunderous Silence – You can choose a number of friendly creatures (which can include yourself) that you can see within 30 feet of you and can hear you up to your Charisma Modifier (minimum 1). Those creatures have advantage on Constitution saving throws made to maintain concentration on a spell when they take damage as well as advantage on saving throws made against being Charmed. This effect lasts for 1 minute, until a saving throw is made (the effect ends on the creature that made the saving throw only) or until you play a different Composition.
Quoth the Raven Queen – Choose 1 hostile creature you can see within 30 feet of you. That creature must make a Wisdom saving throw or become branded. If the branded creature attempts to use a spell that has a verbal component, they must make a Constitution saving throw. On a failed save, that creature cannot cast another spell that has a verbal component until the start of your next turn. The brand then disappears. If the branded creature attempts to use the Attack action, they must make a Constitution saving throw or have disadvantage on the attack. The brand then disappears. The brand otherwise lasts for 1 minute or until you play a different Composition. A creature cannot have more than 1 brand on it from the same Bard. The brand takes the form of whatever the Bard chooses upon the Composition being played.
Can’t Chill Touch This – Choose 1 creature that you hit this turn with your instrument enhanced by your Concerto ability. That creature must make a Dexterity saving throw. On a failed save, the creature has its movement speed halved for 1 minute or until you play a different Composition. Creatures affected by this Composition may attempt an additional save at the end of their turn, ending the effect on a success. While the movement impairing effects of this Composition are active on at least 1 creature, you gain the benefits of the Expeditious Retreat spell.
Fortissimo
Starting at 6th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you may choose to forego 1 of these attacks to play 1 of your Compositions without expending 1 of its uses and without requiring the use of your Bonus Action.
Headliner
At 6th level, when you make a Charisma (Performance) check while using an instrument with which you are proficient, you can treat a d20 roll of 9 or lower as a 10. Additionally, if you cast a spell that has verbal and somatic components (or verbal, somatic and material) you can ignore the somatic component requirement of that spell.
Sonnet of Repose
Beginning at 6th level, any creature that benefits from your Song of Rest gets 1 additional extra die.
Maestro
At 14th level, you can now change the damage type of an instrument enhanced by your Concerto ability (according to the table) at will without expending any uses of your Bardic Inspiration (no action required). You also regain the Bardic Inspiration die you spent for your Concerto ability when your instrument reverts to its mundane state.
Also, your additional Composition uses (those made by expending a use of Bardic Inspiration) are no longer limited to twice per Long Rest.
Magnum Opus
At 14th level, your Compositions gain the following benefits.
Fight or Flight of the Valkyrie – Damage Resistance lasts for 1 minute or until you play a different composition.
Welcome to the Feywild – A creature frightened by this composition may only attempt another save to remove the effect if it ends its turn in a place where it cannot see you.
Mount Celestia can wait – You can assign more than half the number rolled to any 1 creature.
Thunderous Silence – Creatures affected by this composition have advantage on all Constitution saving throws while the effect persists.
Quoth the Raven Queen – Creatures targeted by this composition no longer get a saving throw to resist becoming branded by it. Additionally, while the brand persists the branded creature takes 1d6 Fire, Cold or Necrotic damage (your choice when the composition is played) at the start of their turn.
Can’t Chill Touch This – A creature affected by this composition may only attempt an additional save against its effects at the end of their turn if they have used none of their movement speed this turn.
Previous Versions
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2/8/2022 3:07:05 PM
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