Bard
Base Class: Bard

Bards of the College of Dissonance yearn to take their performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard's study encourages inventing variations in their musical repertoire mid performance. This practice usually bleeds into their outlook on life, and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the circumstance.

Bonus Proficiencies

When you join the College of Dissonance at 3rd level, you gain proficiency with medium armor, and one additional musical instrument.

Melodic Mayhem

Beginning at 3rd level, you gain the ability to use your musical instruments effectively in martial combat. When you wield your musical instrument in one or two hands, and no other weapons, it is now treated as a weapon dealing 1d6 bludgeoning damage, and has a versatile (1d8) property. When used as a one hand, it gains the finesse property, and when used with two hands, increases AC by 2.

Battaglia

Beginning at 3rd level, you are able to anticipate the rhythm of battle and adjust to disrupt the flow of your enemies. As a bonus action on your turn, you can choose to teleport to an unoccupied space adjacent to any creature you see within 30 ft. of you. Any creature Large or smaller adjacent to your new location must make a Strength saving throw or be knocked prone. At 6th level, the radius of this effect is increased to 10ft, and at 14th level, increased to 15 ft. You can use this feature a number of times equal to your charisma modifier and regain all uses after a long rest, or half on a short rest. As part of this bonus action, you can expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die, and adding the number rolled to the save DC. You can choose to use this feature after the creature has made it's roll, but before the DM announces if it succeeds or fails.

Encore

At 6th level, every success fuels your performance. When you succeed on a Strength, Dexterity, or Constitution saving throw in combat, you gain advantage on your next skill check, saving throw, or attack roll until the end of your next turn. Additionally, attacks with your musical instrument count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Pandemonium

At 14th level, You learn to provoke those in the area around you, by amplifying the clash of arms and flailing bodies, trumpeting your allies to hasten the attack while sending your enemies into dysphonic chaos that is audible for 300 ft. in every direction. Using your action to activate this feature, you create a hyper-sonic field that reverberates out from you for 30 ft. in every direction, which requires concentration and lasts for up to 1 minute. When the field appears, friendly creatures within the field experience Haste like effects, and gain a +2 bonus to AC, have advantage on Dexterity save throws, and gain an additional action on each turn. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A creature can only benefit from one such effect at a time. While you concentrate on this effect, your speed is 0, and you can only make melee attack on creatures within 5 ft. of you. If you have a fly speed, or are held in place by magical means, you can hover in place. Additionally, when a hostile creature starts it's turn within the field, or moves there for the first time, it must make a Wisdom saving throw, or be effected for the duration. The effected creatures' speed is halved, take a -2 penalty to AC and Dexterity saving throws, and can't use reactions. On an affected creatures turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell within a casting time of one action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use it's action on that turn to complete the spell. If it can't, the spell is wasted. If a creature effected by this spell exits the field, the effects end for it on the start of it's next turn. When your solo ends, you cannot move or take an action until after your next turn, as a wave of exhaustion sweeps over you. Once you use this feature, you must finish a long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes