Base Class: Bard
The College of The Plaza is a bardic college for the student of music who can't afford to be professionally trained, and therefore uses the world and their natural born skill to craft and create music from the mundane. Street artists, as some may call them, are made from this college, and they are often looked down upon, as their "school" is not an officially recognized college. Regardless, these bards see the world as their canvas, studio, and stage, both metaphorically and literally. These lyrical masters have found ways of recording the sounds of the world around them, mixing the sounds together in new and eclectic ways, and using them in their performances.
Perhaps you hail from a small village, and have turned the sounds of domesticated animals moans and cries with the cracking of whips and the laughter of children into your playset. Maybe you're a performer from "The Big City", and have found ways of turning the sounds of the masses walking, the white noise of their collective voices, and even the sounds others would see as bothersome commotion, into an elaborate performance. Or it could even be that you are a traveling bard, who has found that the sounds of a babbling brook, the caw of crows, and the gentle breeze through the trees elevate your musical tastes.
Whatever the case, you are a bard that sees and hears the sounds of the world as so much more than what the masses hear, and you shape them to your will.
Record Your Environment
at 3rd level, you are able to record the sounds of one type of environment and are adept at traveling and surviving in such regions. The process takes two uninterrupted hours, representing you wandering around the environment and gaining an understanding of the area. Choose one type of environment: arctic, coast, desert, forest, grassland, mountain, swamp, urban, or the Underdark. When you make an Intelligence or Wisdom check related to your recorded environment, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your recorded environment, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group has advantage against becoming lost.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you have advantage on Stealth checks.
- When you forage, you find twice as much food as you normally would.
- You have advantage on Investigation checks when tracking a creature.
Once you have recorded an environment, you cannot change your recorded environment until the next dawn.
Sounds of Inspiration
At 3rd level, you gain the ability to weave the sounds of the world you've recorded into an incredible song of inspiration that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to play back the sounds you recorded. When you do so, choose a number of creatures you can see and that can hear you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
All Eyes on Me
At 6th level, you've learned the subtle art of intentional bad timing.
You perform a bombastic ballad upon the battlefield, attempting to cause chaos and distract your audience by singing, reciting a poem, or dancing. Choose a number of creatures within 60 feet of you who heard you, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC. On a fail, the target gets distracted, and any ally engaged in combat gets a free attack of opportunity.
If a target succeeds on its saving throw, the target has no idea of your presence.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Pandemonium
At 14th level, You learn to provoke those in the area around you, by amplifying the clash of arms and flailing bodies, trumpeting your allies to hasten the attack while sending your enemies into dysphonic chaos that is audible for 300 ft. in every direction. As an action, you create a hyper-sonic field that reverberates out from you for 30 ft. in every direction, which requires concentration and lasts for up to 1 minute. When the field appears, friendly creatures within the field experience the effects of the Haste spell. While you concentrate on this effect, your speed is 0, and you can only make melee attack on creatures within 5 ft. of you. If you have a fly speed, or are held in place by magical means, you can hover in place. Additionally, when a hostile creature starts its turn within the field, or moves there for the first time, it must make a Wisdom saving throw, or be under the effects of the Slow spell. If a creature effected by this spell exits the field, the effects end for it on the start of its next turn. When your solo ends, you cannot move or take an action until the end of your next turn, and you take 1 point of exhaustion. Once you use this feature, you must finish a long rest before you can use it again.
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