Base Class: Bard
Bards of the College of Symphonic Weaving learn that music is more than just melody and harmony. In their hands, music becomes a living current that can be felt, seen, and heard. These bards study the hidden patterns that bind motion and magic together. To them, every battle is a stage, and every breath is a poignant note that can be shaped into purpose.
A Symphonic Weaver fights as though guided by an unseen conductor. Their footwork is measured and fluid, their weapon strokes timed to their performance, and their spells land like the inevitability of a motif. Allies find their courage steadied and their timing sharpened, while enemies feel their momentum falter. Most members of this college are wanderers who collect songs the way some collect secrets, always searching for the perfect refrain to meet a moment. Some are duelists who prove their art in the heat of battle. Others serve as battlefield performers who carry their song like a banner. Whatever their role, Symphonic Weavers leave an impression that lingers long after the last note fades.
Resonant Fighting Style
At 3rd level, you gain one Fighting Style of your choice. This style only applies while you are wielding a finesse or one-handed melee weapon.
Defense
+1 to AC while wearing light armor.
Dueling
+2 to damage rolls while wielding a melee weapon in one hand and no other weapons.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
Add ability modifier to damage of the off-hand attack.
Symphonic Ascendance
As a bonus action, you can enter Symphonic Ascendance, which lasts for 1 minute. This state requires concentration, and ends early if you lose concentration or are incapacitated. While you are concentrating on Symphonic Ascendance, you cannot concentrate on a spell.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
While in Symphonic Ascendance you gain the following benefits:
- Resonant Focus: You gain a +2 bonus to your Armor Class, provided you are not wearing medium or heavy armor and are not using a shield.
- Resonant Inspiration: When you grant a creature Bardic Inspiration, the die becomes a Resonance Die.
- The die may be rolled after the creature sees the result of its d20 roll.
- The die is not expended when rolled; instead, it becomes Faded until the start of the creature’s next turn.
- If the creature starts it's turn with a Faded Die, the die is expended without effect.
- While Faded, the die cannot be used.
- If the creature takes damage or fails a saving throw while the die is Faded, the die becomes active again as a Resonance Die.
- Duelist’s Resonance: Once per turn, when you hit a creature with a melee weapon attack using a finesse weapon, you may choose one of the following effects:
- Grant Bardic Inspiration to yourself or one creature within 30 feet.
- Impose a penalty on the target’s next attack roll or saving throw equal to one of your Bardic Inspiration dice (rolled by you, expending the die).
Ascendant Echo
Starting at 6th level, you gain the following features:
- Resonant Strike: When you take the Attack action with a finesse or one-handed melee weapon, you may make one additional melee attack as part of that action.
- Psychic Echo: When you hit a with a weapon attack, you may deal extra psychic damage equal to your Charisma modifier. You can use this feature once per turn.
- Echoing Reaction: When a creature within 60 feet uses or refreshes a Bardic Inspiration die, you can use your reaction to make a melee weapon attack against a creature you can see within range.
Master of Harmony
Starting at 14th level, your performance can hold two threads of magic at once. While you are concentrating on Symphonic Ascendance, you can also concentrate on one spell. If you begin concentrating on a spell while Symphonic Ascendance is active, you don’t lose concentration on Symphonic Ascendance. Likewise, if you enter Symphonic Ascendance while already concentrating on a spell, you don’t lose concentration on that spell.
In addition, when a creature rolls one of your Bardic Inspiration dice, it can roll the die twice and use either result.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/10/2026 4:32:14 PM
|
5
|
2
|
Homebrew 5e
|
Coming Soon
|
Comments