Base Class: Bard
The College of the Undead Maestro turns the battlefield into a concert stage, commanding a spectral skeleton band that channels real-world musical genres into magical auras. As the maestro, you direct your band's performance to buff allies, debuff enemies, and drop chaotic crescendos that shake the very bones of your foes.
Level 3: Skeleton Band & Genre Performance (Level 3)
At 3rd level, you summon a spectral skeleton band that performs music in battle under your command. This band empowers your allies or disrupts your enemies by performing magical genres of music that create a persistent aura around you.
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As a bonus action, you can activate or switch to a different active genre.
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Only one genre may be active at a time.
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You start with 3 known genres (see Genre Auras below).
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The aura extends 30 feet from you in all directions.
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The effects of the aura apply to you, your allies, or enemies within range depending on the genre you choose.
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The aura ends if you fall unconscious or dismiss it (no action required).
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Switching genres while the aura is active replaces the previous effect immediately.
You will learn additional genres at later levels (see subclass progression). Each genre provides a unique tactical effect, such as increasing movement, bolstering spell attacks, disrupting enemies, or enhancing social interactions.
Metal (Combat – Damage Boost)
Your band rips into a skull-rattling metal breakdown.
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Allies' first weapon attack each turn deals +1d4 necrotic damage.
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Allies making spell attacks gain +1 to hit.
Marching Music (Combat – Movement Boost)
A pounding, driving rhythm fuels your team’s movement.
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Allies gain +10 ft movement speed.
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Allies ignore difficult terrain.
Power Ballad (Combat – Inspiration Boost)
A dramatic solo surges with life and emotion.
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When an ally uses your Bardic Inspiration, they may also:
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Heal 1d4 HP, or
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Gain +1 to their next saving throw until the end of their next turn.
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Level 6: Expanded Repertoire (Level 6)
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You learn two additional genres of your choice from the genre list (see below).
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You can now switch genres even while silenced or incapacitated (but not unconscious).
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Genre effects otherwise function the same as described in Skeleton Band & Genre Performance.
Synthwave (Combat – Defense Boost)
A neon-pulsed, retro-futuristic beat surrounds your allies in a protective resonance.
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Allies gain +1 AC.
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Allies have resistance to psychic damage.
Soulfunk (Debuff – Enemy Movement Control)
An irresistibly smooth undead groove overtakes the battlefield.
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Enemies in your aura have -10 ft movement speed.
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They cannot Dash.
Cinematic Score (Utility – Social/Charisma)
Swelling orchestration inspires greatness and drama in every word and gesture.
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Allies in your aura gain +1d4 to Charisma ability checks (e.g., Persuasion, Deception, Intimidation, Performance).
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Once per short rest, you may grant advantage on a group Charisma-based check (such as during a group performance, negotiation, or social challenge).
Techno (Debuff – Damage Vulnerability)
A relentless industrial rhythm syncs with enemy movements and amplifies suffering.
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Enemies in your aura take +1 necrotic damage each time they take damage from any source.
Genre Mastery (Unlocked at Level 10)
Beginning at 10th level, your command of your band's performance reaches a new level of control.
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You learn one additional genre of your choice.
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When switching or activating a genre, you may choose for the aura not to affect yourself, allowing you to stay mobile or avoid its effects.
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In addition, once per short rest, when you would be reduced to 0 hit points, you may drop to 1 HP instead, and immediately activate a genre of your choice as a reaction. (This genre replaces your current active genre.)
Level 14: Chaos Jam (Level 14)
Whenever you switch genres, you trigger a Chaos Jam—a burst of unpredictable musical magic that resonates outward from your aura.
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Roll a d6 and apply the result from the Chaos Jam Table below.
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The effect occurs in addition to your active genre’s aura.
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These effects target enemies only, unless otherwise noted.
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Once per long rest, you may use Encore Surge to choose the effect instead of rolling.
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Chaos Jam Table:
1 – Deafening Drop
Enemies in your aura must make a CON saving throw or be deafened and have disadvantage on attack rolls until the end of their turn.2 – Sonic Slam
Enemies who moved on their last turn take 2d8 thunder damage as your band's rhythm shatters the ground beneath them.3 – Grave Echo
Until the start of your next turn, any enemy that casts a spell must make a CON save or the spell fails and is wasted.4 – Bone Rattle
Enemies in your aura have disadvantage on their next saving throw against a spell cast by you or an ally this round.5 – Dissonance Loop
Choose one enemy in your aura. It must make a WIS saving throw or use its reaction to move 15 feet in a random direction.6 – Full Volume Meltdown
All enemies in your aura take 1d10 necrotic damage. If an enemy is below half its hit point maximum, it also loses its reaction until your next turn.
Previous Versions
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4/7/2025 8:15:45 PM
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4/7/2025 8:34:12 PM
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7
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Coming Soon
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