Base Class: Bard
Musical Prodigy
When you join the College of Symphonies at 3rd level, you gain proficiency with four more musical instruments, as well as the Performance skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
Spirit Symphony
Starting at 3rd level, you begin to conduct, and music starts to play from your magic.
As a bonus action, you may expend one use of your Bardic Inspiration to magically summon an incorporeal instrument to a point you can see within 60 feet of you. The instrument creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the instrument it represents.
Each class of instrument has an active ability and a passive aura, with the active ability occurring when you summon the instrument and the passive aura persisting for the duration. The instrument persists for 1 minute, until you summon another instrument, or until you are incapacitated. The effect of the instrument depends on the class of instrument you summon from the options below.
You may expend another use of Bardic Inspiration as a bonus action to move the instrument 60 feet to a point you can see and trigger the active ability of the instrument again.
You can only have one instrument active at a time.
Brass. Brass instruments play heroic and triumphant songs, inspiring your allies.
- Active Ability: Allies in the aura may use their reaction to make one weapon attack.
- Passive Aura: Allies in the aura gain an additional 10 feet of movement speed until the end of their turn if they start their turn within the aura.
Percussion. Percussion instruments keep a steady beat with strong sounds, disrupting your enemies.
- Active Ability: Creatures of your choice within the aura must succeed on a Constitution saving throw or take thunder damage equal to a roll of your Bardic Inspiration die.
- Passive Aura: Creatures of your choice within the aura have disadvantage of concentration checks made to maintain spells.
Strings. Stringed instruments play soothing melodies to sustain your allies.
- Active Ability: Allies within the aura gain an amount of temporary hit points equal to your Charisma modifier.
- Passive Aura: When allies roll to regain hit points in the aura, they heal a minimum of the average number of the roll.
Woodwinds. Woodwind instruments are bright, brisk and fast. They stir up the air to disrupt your enemies.
- Active Ability: A line of strong wind 30 feet long and 10 feet wide blasts from the instrument in a direction you choose. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from the instrument in a direction following the line.
Passive Aura: Attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or our of the wind.
Follow My Lead
Starting at 6th level, creatures can't help but follow your direction as you conduct a battle like an orchestra. Whenever a creature within 30 feet of you or an instrument misses with an attack roll, you can use your reaction to cause the attack to hit one creature of your choice within 5 feet of the original target.
Grand Conductor
Beginning at 14th level, you become a maestro of no compare. There is no limit to the amount of instruments you can have active at any time. Whenever you summon an instrument or use one of their active abilities, you may give an ally within 60 feet of you a Bardic Inspiration die as part of the same bonus action without expending an additional use of Bardic Inspiration.
Musical Prodigy
When you join the College of Symphonies at 3rd level, you gain proficiency with four additional musical instruments, as well as the Performance skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
Spirit Symphony
Spirit Symphony
Starting at 3rd level, you begin to conduct, and music starts to play from your magic.
As a bonus action, you may expend one use of your Bardic Inspiration to magically summon an incorporeal instrument to a point you can see within 60 feet of you. The instrument creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the instrument it represents.
Each class of instrument has an active ability and a passive aura, with the active ability occurring when you summon the instrument and the passive aura persisting for the duration. The instrument persists for 1 minute, until you summon another instrument, or until you are incapacitated. The effect of the instrument depends on the class of instrument you summon from the options below.
You may expend another use of Bardic Inspiration as a bonus action to move the instrument 60 feet to a point you can see and trigger the active ability of the instrument again.
You can only have one instrument active at a time.
Brass. Brass instruments play heroic and triumphant songs, inspiring your allies.
- Active Ability: Allies in the aura may use their reaction to make one weapon attack.
- Passive Aura: Allies in the aura gain an additional 10 feet of movement speed until the end of their turn if they start their turn within the aura.
Percussion. Percussion instruments keep a steady beat with strong sounds, disrupting your enemies.
- Active Ability: Creatures of your choice within the aura must succeed on a Constitution saving throw or take thunder damage equal to a roll of your Bardic Inspiration die.
- Passive Aura: Creatures of your choice within the aura have disadvantage of concentration checks made to maintain spells.
Strings. Stringed instruments play soothing melodies to sustain your allies.
- Active Ability: Allies within the aura gain an amount of temporary hit points equal to your Charisma modifier.
- Passive Aura: When allies roll to regain hit points in the aura, they heal a minimum of the average number of the roll.
Woodwinds. Woodwind instruments are bright, brisk and fast. They stir up the air to disrupt your enemies.
- Active Ability: A line of strong wind 30 feet long and 10 feet wide blasts from the instrument in a direction you choose. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from the instrument in a direction following the line.
Passive Aura: Attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or our of the wind.
Follow My Lead
Starting at 6th level, creatures can't help but follow your direction as you conduct a battle like an orchestra. Whenever a creature within 30 feet of you or an instrument misses with an attack roll, you can use your reaction to cause the attack to hit one creature of your choice within 5 feet of the original target.
Grand Conductor
Beginning at 14th level, you become a maestro of no compare. There is no limit to the amount of instruments you can have active at any time. Whenever you summon an instrument or use one of their active abilities, you may give an ally within 60 feet of you a Bardic Inspiration die as part of the same bonus action without expending an additional use of Bardic Inspiration.
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