Bard
Base Class: Bard

Bards of the College of Resonance have chosen to study the science behind the sound that their instruments create and the way it affects the materials around them. They use the sounds they create to weaken their opponents by causing vibrations that could shatter their armor and break their weapons, or strengthen their allies by eliminating vibrations within their weapons or causing waves in the air that carry them forward.

Acoustic Research

When you join this college at 3rd level, you gain proficiency in the Investigation skill. You also have advantage on any Investigation checks related to specific materials. If the check is successful you learn about the materials resonance frequency.

Dissonant Harmony

At 3rd level, you gain the ability to cause resonance within weapons to either make them unstable or remove any negative vibrations within them by expending one use of bardic inspiration.

An unstable weapon will be harder to land a good hit with and has half the roll of your bardic inspiration die rounded up retracted from the attack roll, additionally any time a 2 or lower is rolled with an unstable weapon that weapon will break from the stress caused within it.

A weapon that has had the vibrations within it removed will be easier to land a good hit with and have its attack roll increased by half the roll of the bardic inspiration die rounded up. If the attack roll is equal to or higher than 21 the bonus that was applied to the attack roll is added to the damage roll as well.

Compromising Frequencies

Starting at 6th level, you are able to weaken the armor of those around you by expending one use of your bardic inspiration. Choose one type of material used in armor by people within a 30ft radius of you, and then reduce all armor made of that same material within range.

Weakend armor have its AC reduced by half the roll of your bardic inspiration die rounded up for 1 minute.

Resonant Fracture

At 14th level, you learn about how to make the bones of a living creature start vibrating in sync to the sounds that you create.

Choose one creature within sight and make a spell attack roll against their constitution score. On a successful roll you deal 6d10 + 10 force damage to the target and they must succeed on a constitution saving throw against your spell save DC or have its movement halved on for 1d4 hours.

Once you use this feature, you can't use it again before finishing a long rest.

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