Base Class: Bard
Typical bards hone their skill with many instruments throughout their adventures. Voice of the Machine bards turn their bodies into their instrument of choice by replacing limbs and organs with prosthetics and mechanical components. An arm can be a violin, a finger can be turned into a flute, the ribs into a piano or the chest into a gong. These ''enhancements'' Also act as a conduit from which magical powers are granted to the bard.
Bards of this subclass dedicate their lives to the Machine god, a supposedly sentient church organ that was first found by a group of wandering warforged. Today, 215 of these warforged (titled Keys) are attached to the organ and its pipes and act as its "lungs" , from which it "breathes" mechanically, while numerous others guard the temple it resides in. Other races are rarely permitted to enter the temple grounds, although there are a few other places of worship that offer guidance as well as repair services.
The main purpose of these bards is to become beings as close to a living instrument as possible and earn one of the 215 spots reserved for those worthy to join the Machine in godhood. Although the Machine itself may occasionally bless those seeking purpose with a different goal.
A short prayer to the Machine God:
Through our bodies, it is gifted breath.
Through the gift of breath, it gains life.
Through its life, it grants us purpose.
Through that purpose, we become eternal.
Praise the Machine God.
Mechanical Mastery
Upon reaching 3rd level, your connection to the world of machines and constructs becomes more pronounced. You gain proficiency in the Tinker's Tools and can use them to repair constructs, devices, and items made of metal. Additionally, you have advantage on ability checks and saving throws related to interacting with constructs and machinery.
Instrumental Augmentation
At 3rd level, as a ritualistic process, you integrate a musical instrument of your choice into your body, replacing a limb or organ with a mechanical prosthesis. Choose one of the following categories for the instrument: Strings, Wind, Brass, or Percussion. The chosen instrument type affects the nature of your spells and abilities:
-
Strings: Your mastery over your instrument extends to your spellcasting. Whenever you cast a spell that deals damage, you can reroll a number of damage dice equal to your Charisma modifier (minimum of 1) and choose the higher result.
-
Wind: You can manipulate the wind that flows through you with ease. You gain a fly speed equal to your walking speed, and you have advantage on Strength saving throws to resist being moved or knocked prone.
-
Brass: Spells cast through the metallic resonance of brass instruments are empowering. When you use your Bardic Inspiration feature, the target gains temporary hit points equal to your Bard level + your Charisma modifier.
-
Percussion: Spells infused with the rhythm of percussion instruments become harder to resist. When you cast a spell that imposes a condition (e.g., stunned, paralyzed) or requires a target to make a saving throw, the target has disadvantage on the saving throw.
Brass
Spells cast through the metallic resonance of brass instruments are empowering. When you use your Bardic Inspiration feature, the target gains temporary hit points equal to your Bard level + your Charisma modifier,
Percussion
Spells infused with the rhythm of percussion instruments become harder to resist. When you cast a spell that imposes a condition (e.g., stunned, paralyzed) or requires a target to make a saving throw, the target has disadvantage on the saving throw.
Strings
Your mastery over your instrument extends to your spellcasting. Whenever you cast a spell that deals damage, you can reroll a number of damage dice equal to your Charisma modifier (minimum of 1) and choose the higher result.
Wind
You can manipulate the wind that flows through you with ease. You gain a fly speed equal to your walking speed, and you have advantage on Strength saving throws to resist being moved or knocked prone.
Tempo Manipulation
At 6th level, you learn to harness the ebb and flow of combat to augment your spellcasting and movements. You can choose to use this feature only at the beginning of your turn.
- Stillness. If you don't move during your turn, your next spell's saving throw DC is increased by your proficiency bonus.
- Grace. If you move at least 10 feet and take no aggressive actions (no attacks or spells) during your turn, you gain advantage on your next attack roll or double your movement speed until the end of your next turn.
You may use this feature a number of times equal to your proficiency modifier. You regain all uses of this feature upon completing a long rest.
Pneumatic Overdrive
At 14th level, once per long rest, you can push your mechanical body to the limit. As an action, your enter a state of overdrive, gaining the following benefits for 1 minute:
- You have advantage on all Charisma-based checks and saving throws.
- Your spells ignore resistance to damage types.
- You can take an additional action on each of your turns, choosing from the Attack, Dash, Disengage, Hide, or Use an Object action.
At the end of Pneumatic Overdrive, you gain 3 levels of exhaustion. You cannot end Pneumatic Overdrive early unless you are knocked unconscious.
Comments