Bard
Base Class: Bard

You've lived a life of solitude, and out of necessity have perfected the art of the One Man Band. 

Musical Mechanism

3rd-level College of Solitude feature

You are able to craft a mechanism that ties your instruments into your movement. You can attach a number of instruments equal to your proficiency bonus to this mechanism. These instruments are then played as you move.

You cannot don the mechanism if you are wearing any armor. While the mechanism is equipped, your AC equals 10 plus your DEX and CHA modifiers.

Mechanical Focus

3rd-level College of Solitude feature

You employ your Musical Mechanism in battle. You can use it as a spellcasting focus for your bard spells. You can cast your Bard spells through it even if the spell doesn't require material components. You cannot wield any weapons or shields in order to operate the mechanism.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Musical Mechanism, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Mechanized Music

3rd-level College of Solitude feature

You reach out to the cosmos who's music flows through you. While your Mechanical Focus is equipped, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Mechanized Music table using your Bardic Inspiration die to determine the tune the cosmos direct you to play. You retain the tune in mind until you bestow the tune’s effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tune's effect. Once you do so, you can’t bestow the tune’s effect again until you roll it again.

You can retain only one of these tunes in mind at a time, and rolling on the Mechanized Music table immediately ends the effect of the previous tune. If the tune requires a saving throw, the DC equals your spell save DC.

Mechanized Music
Bardic Insp. Die TUNE PLAYED Through You
1 Tune of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die’s number to the check. The extra die is the same type as your Bardic Inspiration die.
2 Tune of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Tune of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Tune of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 Tune of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Tune of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7 Tune of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8 Tune of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn.
9 Tune of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
10 Tune of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Tune of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Tune of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Quick Step

6th-level College of Solitude feature

Your savvy with your instruments and Musical Mechanism allow you to make a Quick Step and to trigger a spell early from one of the instruments attached to your apparatus.

When you cast a Bard spell, you can roll one Bardic Inspiration Die to change the casting time from one Action to one Bonus Action. If you roll 1-6, it expends a use of Bardic Inspiration. If you roll 7+, it does not expend that use.

Cacophony of Sound

14th-level College of Solitude feature

Your apparatus allows you to fire spells out of multiple instruments at the same time. When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can roll one Bardic Inspiration Die to increase the spell’s effective level by 1. If you roll 1-6, it expends a use of your Bardic Inspiration. If you roll 7+ it does not expend that use. If you roll 12, you can increase the spell's effective level an additional time.

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2024 3:42:33 PM
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