Bard
Base Class: Bard

Bards of the College of Rhythm understand the importance of a proper tempo in any art. In music, the melody and harmony are pulled together and kept as one by the rhythm. An orator uses the cadence of their speech to emphasize dramatic moments in their stories. No matter the setting, there is a backbone that holds the delicate balance of a piece of art together. While they may not always the be the spotlight performance, these bards craft enthralling performances with a precise mind that are tied together in one dazzling display. This precision and perspective of the grand scheme makes these bards equally capable in the fervor of writing and the heat of battle.

 

Set the Tempo

Starting at 3rd level, you can set your allies up for success and keep them on track for victory.

As a bonus action, you may use following effects:

Healing Rhythm. You can expend one use of your Bardic Inspiration to heal allies around you. Choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them heals a number of hit points equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier (minimum of one).

Moving Rhythm. You can expend one use of your Bardic Inspiration to quicken your allies. Choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each one's movement speed is doubled, and they also add the number rolled on the Bardic Inspiration die to their AC until the end of your next turn.

Keeping Time

At 6th level, you gain the ability to synchronize multiple effects.

As part of casting a concentration spell, you may expend a Bardic Inspiration die to not need to concentrate on it. The spell lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. You may only have one spell active in this manner at a time.

Drop the Beat

At 14th level, you gain the ability to protect those around you with perfect timing.

As a bonus action, you can give any number of creatures you choose within 60 ft that can hear you a number of temporary hit points equal to 2 times your class level plus your Charisma modifier (minimum of 1). These temporary hit points last until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.

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