Base Class: Bard
Long ago, a young hero fell into the temptation of the devil to play against him. The devil gave the young hero a challenge. To beat him in a duel of instruments as the hero was a bard. The bard scoffed and accepted. By the end of the duel, the devil had accepted defeat and gave the bard a powerful weapon to wield. The Bard’s instrument of reality. These items give the user the ability to bend reality at will by playing simple tunes. The items can cause meteor strikes, attack with lightning, or even break someone’s mind if given the choice. Though this instrument is powerful, it can be interrupted by the bard rolling a low roll on the song’s performance. Those who are attacked by the bard’s tune, can see the shadowed ghost of the devil's smile over the bard’s shoulder, and a chilling shiver down their spine. As each level rises, so too the power of the instrument, enough to kill gods if pleased.
Galecaller's Melody
Level 3 Golden Fiddle Feature
This tune is given to the bard at the start of level 3. Before Playing the tune you must roll your Performance, if you roll 13 or higher your song cannot be canceled if hit, But if you fail to roll 13 or higher if your hit the song will cancel. Playing this tune will cause a storm cloud to appear above the bard lasting for 2 turns(if you rolled over 13 on your performance) causing lightning to strike the chosen creature on your turn and at the end of their turn turn. As it does, the target will take 1d8 +2 points of damage when struck and must roll a DEX saving throw of 14 or higher. If failed they are stunned for a turn, if the saving throw succeeds they will not be stunned. Damage increases by 1 every 2 new levels.
(When playing this tune it will sound like this)
The Golden Fiddle
Level 3 Golden Fiddle Feature
The Bard’s instrument of reality: If your Performance roll was over or equal to the needed number and your attacked by a creature, As an Reaction you can lower the damage by 1d4
the damage can be lowered even further at levels 9 and 14
Level 9: 2d4
Level 14: 2d4 +1
Song Meter: For every 3 Good performance roll from a song, you can store a charge to be able to fire a gust of wind from your lute/Fiddle to disarm a creature. You can only have 1 charge saved
(keep track of every 3 good performances to store a charge)
Inferno March
Level 6 Golden Fiddle Feature
This tune is given at level 6. Before Playing the tune you must roll your Performance if you roll 15 or higher your song cannot be canceled if hit by a creature, But if you fail to roll 15 or higher, and if you are hit by a creature the effects of the song will cancel. Playing the tune will cause meteors to rain from strike the chosen creature on your turn and their turn dealing 1d4 +3 damage, and they will also need to roll a DEX saving throw of 13 or higher If failed they will burn for 1d4 Fire damage and also will knock the target back if the saving throw succeeds they will not take the burn damage if a creature is in a 5ft range of the targeted creature they will also be stricken by the meteor. This will increase every 2 new levels by 2 damage.
(Playing this song will play this)
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