Base Class: Bard
Drawning the spirits of dead musicians, or perhaps the helping hand of celestials or devils The Phantom Opera augments its magic abilities by performing entire concerts and symphonys. The sound of their instruments being aplified hundreds and thousands of times the pluck of their string or a note on their flute can rock the foundation of mountains. And their spells spoken by dozens of tounges carry power the likes of which few can hope to match.
First Movement.
At level 3 you gain the ability to summon your Orchestra, This Orchestra is a 4 piece set composed of your chosen instruments. The players are intangible and do nothing other than play their instrument. Summoning your Orchestra takes an action and you must remain stationary for its duration of up to 1 minute. While Your Orchestra is playing you gain the following benefits.
You may summon your orchestra once per long rest.
You may cast Necromancy or Divination cantrips as a bonus action.
You gain temporary HP equal to your bard Level.
You have advantage on concentration checks.
When you grant a bardic inspiration die to a creature you may also grant another inspiration die to another creature within 30 feet of you.
Second Movment.
Your Orchestra grows to an 8 piece ensamble now with instrumental sections including strings, Brass, Wind, and Percussion. Now when your Orchestra plays you gain the following benefits.
Fortifying Performance: You may Grant the Temporary Hp from First Movement to a number of creatures up to your proficiency bonus.
Polytonal: When you Cast a Spell of First Level or higher you may grant a bardic inspiration die to a single creature as part of the same action.
Ostinato: when you cast a Spell that deals bludgeon or thunder damage the spell repeats. The Repeated spell deals half the original damage before any saves and half of that damage upon a sucessfull save if a saveing throw is made. If no saving throw is needed then the spell deals Half the original damage.
Final Movment.
Your Orchestra grows to a 16 peice symphony whos percusions shake the earth and whos winds cause storms to change direction. You gain the following Benefits while your orchestra performs.
Allegro: While your orchestra is summoned you may sacrifice a number of bardic inspiration dice equal to half your proficiency modifier and grant a number of creatures equal to the number sacrificed the benefits of The haste spell. You must maintain concentration on this and when the spell effects end you suffer leves of exhaustion equal to the number of creatures hastes.
Crescendo: Your Ostinato feature now causes spells to reapeat a 3rd time Additionaly Necromancy Cantrips now repeat as well.
Encore!: While you are performing with your Orchestra you may end it early to perform one Grand Encore. If you end your Orchestra Early you may refresh the Temporary Granted by the First and Second Movments.
Grand Encore: You Summon your Orchesta in its final Glorious form with hundreds of instruments all playing in harmony. Your Grand Encore grants the same benefits as the normal except you must maintain concentration on it and it grants the following benefits.
When Grand Encore is used as an Action the Orchestra bursts forth with a earth shatering note all creatures of your choosing withing 60 feet must make a constitution saveing throw or suffer 10d10 thunder damage and be deafend. Creatures take half damage and are not deafend if they succeed their save. Deafend Creatures my repeat the save at the end of their turn.
Last Performance: While in Encore you may perform one of the following Last Performances, performing a Last pereformance ends Grand Encore and The Orchestra granting a level of exhaustion.
Symbol!: End your Concert with a glorious display from the Symbols of the symphony Every creature of your choice within 30 feet must make a inteligence saveing throw or suffer 5d10 psychic damage and be paralized for one round. Creature that suceed on their saveing throw are not Paralized.
Sonata!: The String and soft instruments of your Orchestra perform one grand melody healing all friendly creatures within 30 feet of you for 5d10 hit points and granting them advanatage on their next attack.
Mallets: The Percusions of your Orchestra Hammer out one final deep rumbling rythm. Everything That has a Hit point or Health Value within 30 feet of you must make a Dexterity saveing throw or suffer 8d10 force damage and be knocked prone if possible. Creatures that succeed on the saveing throw only take 4d10 force damage but are still knocked prone.
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