Bard
Base Class: Bard

There are scenario's that bards are in danger and don't have a weapon to defend their selfs. Bards of the College of Instruments are well educated to use instruments as a weapon of protection. With their talent of making music they can use the power of sound to battle their enemies without the need of a weapon.

Bards of this college are especially couraged to fight in combat with their instrument. They are normally not trained to wield a weapon. Bards feel they can aid well during encounters with the enemy.

Many other bards do not like the College of Instruments, instruments shouldn't be used for combat but for entertainment and music but not for violence. But they do agree that a instrument is a good resolving weapon that can seek protection for it's wielder.

Tuning the Instrument

When you join the College of Instruments at 3rd level, you start learning five different ways to tune your instrument.

- Tuning of Aggression

- Tuning of Protection

- Tuning of Glamour

- Tuning of Entrancing

- Tuning of Dissolution

You need an instrument before you can play music

Instrumental Album

As an action you can play your instrument to activate it's magical powers.
If the instrument has been tuned you can play the tune group to activate the following effects:

- Bass Wave (Tuning of Aggression)
When you start playing, a wave of sounds sweeps out of the instrument. Each creature (Except you) in a 15-foot cone must make a Constitution saving throw.
On a failed save, a creature takes 1d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the instrument emits a screaming sound audible out to 300 feet.

You can use your Bardic Inspiration to double the range, damage and feet creatures and unsecured objects are pushed.

At Higher Levels. This Bass Wave's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

- Musical Shield (Tuning of Protection)
When you start playing, a magical shield surrounds you and creatures inside a 10-foot-radius dome from harm and protects them.
Nine creatures of medium size or smaller can fit inside the dome with you. Creatures with a Huge or larger size are not protected by this shield unless they crouch or lay prone.
Creatures and objects inside or outside the dome, when you use your instrument can move through it freely. Attacks with like weapons, projectiles, spells and other magical effects cannot extend through the dome from the outside. But from the inside, creatures can attack creatures that are outside the dome.

The dome has hit points equal to 10 times your bard level. Creatures can break this dome with attacks.

On each of your turns, you must continue playing the music to keep the dome from disappearing.

You can use your Bardic Inspiration to double the hit points of this dome when you start playing the music.

- Relaxing Trance (Tuning of Glamour)
When you start playing, a very relaxing tone is coming out of your instrument. Each creature (Except you) in a 30-foot cube originating from you must make a Wisdom saving throw DC 8 + your proficiency bonus + your Charisma modifier. (ignoring unconscious creatures)
On a failed save, a creature is in trance by your instrument's music and is unable to do anything. On a successful save, the creature is immune to the music. The tranced creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The trance can also be ended when the creature takes damage,
or someone uses an action to shake or slap the creature out of trance.
If you are interrupted while playing this music then the creatures are also out of trance.

On each of your turns, you must continue playing the music to keep creatures under trance.

You can use your Bardic Inspiration on each of your turns to increase the range by 15, and / or repeat the saving throw on creatures which are immune to the music.

- Heroistic Music (Tuning of Entrancing)
When you start playing, you can choose any number of creatures you can see within 30-foot-radius to be imbued with bravery.
Those creatures are immune to being frightened and gains temporary hit points equal to your proficiency bonus + your Charisma modifier at the start of each of their turns.
When the Heroistic Music stops, those creatures loses any remaining temporary hit points and are no longer immune to being frightened by listening to this music.

You cannot repeat this action on the same creature but you can keep up it's effect by continue playing the music.

On each of your turns, you can continue playing the music and choose any new number of creatures you can see within 30-foot-radius to be imbued with bravery.

You can use your Bardic Inspiration to double the range and temporary hit points when you start playing the music.

- Melody of Dispose Obscurity (Tuning of Dissolution)
When you start playing, your instrument inhales fog and smoke. 

On each of your turns, you remove a 10-foot-radius of heavily obscured fog and smoke. After you turn, you are able to see inside that 10-foot-radius area.

You can use your Bardic Inspiration to increase an additional 10-foot-radius while playing the music.

Second Album

Beginning at 6th level, While playing for quite some time you are improving on your musical skills. This grants your character new music that can be played as an action for each tuning group.

- Electrostatic Charge (Tuning of Aggression)
When you start playing, electrial shocks are coming from your instrument.

Whenever you got hit by a melee attack while playing the music, a electric shock fires back and shocks the attacker with 2d6 thunder damage.

On each of your turns, you must use your action to continue playing the music to keep the electrial shocks active.

You can use your Bardic Inspiration to share this effect with other creatues within 5-foot-radius. (These creatures need to keep standing side-by-side you to keep this effect)
This effect can be shared as long you are playing the music.
Whenever these creatures are hit they also shock their attacker with 2d6 thunder damage.

At Higher Levels. This Electrostatic Charge's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

- Overwhelming Musical Silence (Tuning of Protection)
When you start playing, nothing can be heard inside the silent area besides the beautiful music from your instrument. The silent area is a 30-foot-radius originating around you. 
No sound can be created within or pass through the silent area, any creature or object entirely inside the area is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible and communicating telepathically is blocked there. However, it is possible to communicate with signs like Thieves' Cant.

On each of your turns, you must continue playing the music to keep the silent area active.

You can use your Bardic Inspiration to choose a creature you can see within 30-foot-radius, the creature is no longer silenced by the silent area.
Alternatively, you can use your Bardic Inspiration to double the range of the silent area.

- Allure Manipulation (Tuning of Glamour)
When you start playing, Each creature (Except you) in a 60-foot-radius originating from you must make a Wisdom saving throw DC 8 + your proficiency bonus + your Charisma modifier. (ignoring unconscious creatures)

On a failed save, a creature is attracted by your amazing music and must take the Dash action and to move as close to you as possible by the quickest available route on each of its turns, unless there is nowhere to move. When the attracted creature starts it's turn it takes 1d8 psychic damage.

On a successful save, the creature is immune to the music. The attracted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If you are interrupted while playing this music then the creatures are also no longer attracted.

On each of your turns, you must continue playing the music to keep creatures attracted to the music.

You can use your Bardic Inspiration to double the range, and / or repeat the saving throw on creatures which are immune to the music.

At Higher Levels. This Allure Manipulation's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

- Melody of Actions (Tuning of Entrancing)
Whenever you can see a creature within 30-foot-radius that already spent it's turn, you can start playing to revitalize the creature with an additional turn.
This turn starts immediately after yours. (In that turn the creature can use it's action, bonus action and reaction)

You can use your Bardic Inspiration to target an additional creature, this cannot be the same target as your first one.

- Melody of Soothe Toxic (Tuning of Dissolution)
When you start playing, your instrument inhales toxic. 

On each of your turns (If you continue playing the music), you remove a 10-foot-radius of poisonous cloud or gas. After you turn, If the area was heavily obscured, you are able to see inside that 10-foot-radius.

You can use your Bardic Inspiration to increase an additional 10-foot-radius while playing the music.

Musical Performance

Starting at 6th level, you developed some musical experience!

You have advantage on performance checks when using an instrument.

Final album

Starting at 14th level, After playing for a very long time, you have the feeling you are the master of the instrument. This grants your character new music that can be played as an action for each tuning group.

- Recharging Spell (Tuning of Aggression)
When you start playing, you can use your Bardic Inspirations to regain an expended spell slot.
The level of the spell slot you want to regain must be equal to the amount of Bardic Inspirations.

Whenever you use this action you may also choose to cast the spell with that level in the same turn.

- Calm Emotions (Tuning of Protection)
When you start playing, you can choose any number of creatures you can see within 30-foot-radius to calm their mental state.
These creatures are no longer under the charmed and frightened condition.

You can use your Bardic Inspiration to double the range and make the creatures being immune to those conditions for 1 hour.

- Screech of Terror (Tuning of Glamour)
When you start playing, each creature in a 60-foot-radius originating from you must make a Wisdom saving throw DC 8 + your proficiency bonus + your Charisma modifier. (ignoring unconscious creatures)

On a failed save, a creature must take the Dash action and move away from you by the safest available route on each of its turns until it is 60-feet out of range, unless there is nowhere to move.

On a successful save, the creature is immune to the screeching music. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
It also succeeds when the creature is outside the 60-foot-radius area. When the creature enters the area again it must repeat it's saving throw.

On each of your turns, you must continue playing to keep the screeching music active.

You can use your Bardic Inspiration to send a terrible scream from your instrument.
Each creature (Except you) that failed the saving throw takes 1d10 psychic damage for every 10 feet closer to the instrument.
(10-feet from you, 6d10. 20-feet, 5d10. 30-feet, 4d10. 40-feet 3d10. 50-feet, 2d10. 60-feet, 1d10.)

- Dance of the Death (Tuning of Entrancing)
You can use your Bardic Inspiration to start playing, you can choose any number of creatures with 0 hit points that you can see within 30-foot-radius to be imbued with endurance.
They rise up from the ground with 1 hit point. Creatures that died equal or less than 10 days ago can also rise up (Their time being dead is put to a halt while this music is active)
These creatures are all under your command.
you can use a bonus action to mentally command any creature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. (If the creature is a non-NPC he may decide instead to do his action but isn't allowed to betray its controller in any way possible)

On each of your turns, you must continue playing to keep the music active.

After every minute of playing you must make a Wisdom saving throw DC 15 + the amount of minutes you are playing this music. On a failed save, the music stops.
On a successful save, you can keep continue playing.

When the music ends all creatures that were raised up by the music drops back to 0 hit points, and they fall all unconscious on the floor.
Creatures that were dead also follow the same circumstance and continue being dead.

- Melody of Killing Noun (Tuning of Dissolution)
When you start playing, your instrument kills the fire for feeding it's self with oxygen. 

On each of your turns (If you continue playing the music), you remove a 10-foot-radius of space that is set on fire. After you turn, you are able to see inside that 10-foot-radius area.

You can use your Bardic Inspiration to increase an additional 10-foot-radius while playing the music.

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