Base Class: Bard
Bards of the college of harmonics are
diligent performers that seek out the aid
of melodious spirits whom are drawn to the
songs of bards. This tiny familiar learns to
create magic effects through music, song,
and other performances, much like the bards
they are attracted to.
The two form a harmonious duet,
where the duettists bond to one another with natural
talent on a performance to create remarkable effects. Whether you are singing a deep, resonating song with a toad or slipping coins from purses while a trained monkey distracts the crowd, the mischievous duo is bound to one another in harmony.
Alluring Familiar
When you join the College of Harmonics at 3rd level, you gain the find familiar spell if you do not already possess it. This spell counts as a bard spell for you and does not count against your number of spells known.
When you summon a familiar, its appearance and personality is much more charming and commanding than others of its species. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pixie, or faerie dragon. Your familiar’s Charisma score is equal to your own up to 14. Familiars act the same as the spell details, losing attack action and innate spellcasting if possessed.
Performing Familiar
At 3rd level when you summon your familiar, it attunes itself to your ability to reshape magic through music and song. Your familiar may now produce the magical effects that a bard would through song, learning the Bardic Inspiration and any performance feature you learn from your class. The number of uses for Bardic Inspiration now stacks with both your and your familiar’s Charisma modifier.
Due to its mesmerizing appearance and great intelligence, you can spend an hour teaching your familiar a new magical performance to retain from the list below. At 10th level, your familiar learns to retain two performance from this list. You may change your familiar's performances by retraining them during a short or long rest.
Distraction. A familiar may start a performance to cause a distraction on the battlefield. As a reaction, your familiar can reduce a creature’s attack roll, ability check, or damage roll that it can see within 30 feet with a use of a Bardic Inspiration die, and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Fascinate. A familiar may start a performance by expending a Bardic Inspiration to mesmerize a creature for a short time. The familiar may fascinate a target that it can see in 30-feet, and that target must make a Wisdom saving throw, and does so with advantage if the target is nearby combat or danger, with a DC equal to 8 + the number rolled on the Bardic Inspiration dice + the familiar’s Charisma modifier or be charmed for one round or until it is attacked or damaged, shaken, or moved in any direction by any means. While charmed by this spell, the creature is incapacitated and has a speed of 0. The creature is immune if it can't hear you or if it's immune to being charmed.
Frightening Tune. A familiar may start a performance by expending a Bardic Inspiration to frighten a creature for a short time. The familiar may frighten a target that it can see in 30-feet, and that target must make a Wisdom saving throw with a DC equal to 8 + the number rolled on the Bardic Inspiration dice + the familiar’s Charisma modifier or be frightened of the familiar for one round. The creature is immune if it can't hear you or if it's immune to being charmed.
Healing Echo. A familiar may start a performance by expending a Bardic Inspiration die to create an aura of safety around it in a 30-foot radius. Any allies in the area of effect from this performance gains temporary hit points equal to the number rolled on the inspiration die for one round until the beginning of the familiar’s next round. Any curatives or healing spells consumed, used, or cast within the Healing Echo’s radius that result in rolling a 1 may be rerolled once again and the new number must be taken, even if the reroll ends in a 1 also.
Harmonic Familiar
Starting at 6th level, the bard and familiar have learned how to perform together in harmony. The effects of your bardic performances are extended and bolstered while you and your familiar perform using any of your performance features. Activating this feature uses up both you and your familiar’s actions plus one Bardic Inspiration die.
- Any Bardic Inspiration dice granted to a creature under this effect is treated with advantage.
- The Countercharm performance under this effect has a range of 60 feet.
- You may now accompany your familiar in any of its performances under the Performing Familiar feature to receive advantage on the Distraction & Healing Echo feature.
- Fascinate & Frightening Tune may now target multiple creatures equal to your or your familiar’s combined Charisma modifier until the end of your next round.
- Your familiar may partake in a Song of Rest performance with you and grant you and your allies advantage on any spent hit dice rolled and the extra dice granted by Song of rest, taking the higher result.
The symphony ends if either you or your familiar is incapacitated or drops to 0hp.
Symphonic Familiar
Through an inspired assembly of magical performance, you learn to weave your talents together with your familiar to produce a complimentary symphony of sounds. Beginning at 14th level, you can expend 3 uses of your bardic inspiration to begin a joint performance with your familiar that lasts for 1 minute. During this time, you and your familiar can each activate a performance effect under the Harmonic Familiar feature as an action on your turn using a d6 instead of a bardic inspiration dice. Additionally, you and your familiar gain the ability to inspire each other using a d6 instead of a bardic inspiration dice.
The symphony ends if either you or your familiar is incapacitated or drops to 0hp, or you choose to discontinue the effects.
Once you use this feature, you can't use it again until you finish a long rest.
Comments