Bard
Base Class: Bard

Not all music is meant merely to stir the heart. Some melodies chart the hidden architecture of the universe itself.

Bards of the College of Shapes believe reality is built upon sacred patterns — invisible lines of force, harmonic proportions, spirals of magic, and resonant geometries that guide motion, emotion, and fate. Where others see chaos on the battlefield, these bards perceive living diagrams: vectors of charge and countercharge, circles of protection, angles of collapse, and flowing currents of possibility.

Through performance, movement, and arcane artistry, a Shape Bard redraws the world in real time.

Their songs trace glowing sigils in the air. Their dances carve perfect forms into dust and light. Each note bends distance, alters momentum, and nudges allies into ideal positions while enemies stumble into disastrous ones. To fight beside a Shape Bard is to feel the battlefield subtly guiding your steps — your blows landing with uncanny precision, danger parting before you like a tide.

Level 3: Harmonic Attunement

Your performances trace subconscious patterns into the minds of those who witness them. When you spend at least 1 minute performing (music, dance, chalk-drawn shapes, floating arcane sigils, etc.), you can choose a number of allies up to your Charisma modifier who can see or hear you (minimum 1).

They become attuned to your movements for 1 hour. While attuned a creature gains the following abilities:

  • Flow of Motion. Once per turn, after moving at least 10 feet, the creature may shift an additional 5 feet without provoking opportunity attacks.
  • Resonant Focus. The first attack roll or saving throw the creature makes in combat gains a +1 bonus. This scales to +2 at level 9 and +3 at level 14.
  • Perfect Timing. If the creature receives Bardic Inspiration, it may immediately move 5 feet as part of using the die.

The effect ends early on a creature if it is incapacitated or if you perform Harmonic Attunement again. Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 3: Geometric Performance

You gain proficiency in either Arcana or Performance (your choice). If you are already proficient you gain expertise instead.

Whenever you grant a Bardic Inspiration to an ally you can choose to apply one of the following effects:

Vector Step. The target of your Bardic Inspiration can move up to 10 ft. without provoking opportunity attacks. This increases to 20 ft. at 10th level,

Breaking Angle. Choose a creature within 5 feet of the target, it must succeed on a Strength saving throw or be pushed 10 ft. in a direction you choose. This increases to 20 ft. at 5th level and 30 ft. at 10th level.

Harmonic Guard. The target gains +2 AC and advantage on their next Dexterity saving throw before your next turn.

Level 6: Calculated Formations

As a bonus action, expend a Bardic Inspiration die to manifest a shape formation for 1 minute (no concentration). You can have only one formation active at a time and can move it 15 feet as a bonus action:

Triangle of Pressure (20-ft triangle). Enemies entering or starting their turn in the area take force damage equal to your Bardic Inspiration die and the first attack made by an ally each round in the area is made with advantage. 

Circle of Flow (20-ft radius). Allies within, or passing through, the area gain 10 ft. of movement, enemies treat the area as difficult terrain, and allies ignore opportunity attacks once per round while inside.

Square of Stability (20-ft square). Allies within the area gain half cover and have advantage on Strength & Dexterity saving throws against forced movement. When an ally is hit you may use your reaction to reduce the damage equal to your Bardic Inspiration die.

Layered Forms

Your expression and exploration of patterns and shapes become layered and more reactive. When you grant a Bardic Inspiration, you may apply two Geometric Performance effects instead of one and your performances gain one passive benefit (choose when granted):

  • Allies inside gain temp hit points equal to your Charisma modifier each round (once per creature)
  • Enemies have disadvantage on the first save in the area each round
  • Allies may shift 10 ft as a reaction when hit without triggering an attack of opportunity

Level 14: Grand Harmonic Mandala

Your vision of art manifests as an all encompassing geometric symphony. Once per long rest, or by spending 3 Bardic Inspiration die, you can create a 30-ft radius masterpiece of symmetry and kaleidoscopic vision for 1 minute. While active, all forced movement you cause is doubled, the area is difficult terrain for enemies, at the start of their turn they must make an Intelligence saving throw or take 2d10 psychic damage at the start of their turn and have disadvantage on their first attack.

Allies within, or passing through, the area increase their speed by 15 ft., have advantage on Wisdom, Charisma, and Intelligence saving throws, and may teleport 10 ft. within the area once per round.

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