Bard
Base Class: Bard

College of Soulsong

Bards of the College of Soulsong mingle with the forces of undeath, using their music to lay wandering spirits to rest and destroy blasphemous undead. Despite the grim nature of their work, these bards tend to keep a smile on their faces. After all, how can you comfort a lost soul if you're wearing a grimace? Since their work takes them to dreadful places where zombies and skeletons roam, these bards often find themselves alone in their endeavors. Fortunately, helping ghosts move on into the afterlife helps make quite a few spectral friends, who bards of this college never hesitate to call upon.

Musical Medium

When you join this college at 3rd level, you learn to coax spirits from their graves through your performance. You can perform for 1 minute in an area where dead humanoids lie, such as a graveyard, crypt, or battlefield. You can only perform in this way at night. At the end of your performance, make a DC 10 Charisma(Performance) check. The DC for this check increases by 5 if the newest body in the area has been there for over 100 years. The DC increases by 5 if you or your allies were responsible for the deaths of humanoids in the area. Finally, if the humanoids in the area were evil, the DC increases by 5. On a successful check, ghosts of humanoids in the area rise from their resting place. You a number of ghosts up to your Charisma modifier + your proficiency bonus, provided there are enough humanoid corpses in the area to do so. The spirits have the stats of ghosts, and retain the alignment and knowledge they had in life. As a result, your DM may allow you to gain information from these ghosts, provided you treat them well. The ghosts will perform tasks for you, but will not fight for or against you and your allies. The ghosts remain until you are incapacitated, the spirits travel for more than 1 mile away from their body, or until 1 hour passes.

Phantom Choir

Also at 3rd level, you can call upon spirits to aid you in battle. As an action, you can expend one of your uses of Bardic Inspiration to summon a spectral musician. The musician appears in an unoccupied space you can see within 30 feet of you. The musician is a medium undead with a flying speed of 15 feet, and it can hover. You can mentally command the musician to move as a bonus action. It has immunity to poison damage and the charmed, frightened, poisoned, and prone conditions. It also has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. It has AC equal to 10 + your Charisma modifier, and appear with a number of hit points  equal to half your hit point maximum. The musician has a musical aura that extends 15 feet around it, the effect of which you choose when you summon it. You can change the aura's effect as a bonus action.

Hymn of Haunting

At the start of each of your turns, all enemies within the aura must make a Wisdom saving throw against your spell save DC or take 1d6 psychic damage. This damage increases to 2d6 at 6th level and 4d6 at 14th level.

Aria of Acceptance

At the start of each of your turns, all allies within the aura gain temporary hit points equal to 1d4 + your Charisma modifier. This number of dice rolled increases to 2d4 at 6th level and 3d4 at 14th level. (Note that temporary hit points do not stack; if an ally has any temporary hit points when this effect activates, the new amount will replace the old amount.)

Tune of Turning

At the start of each of your turns, all hostile undead within the aura that are not already affected by the aura must make a Wisdom saving throw against your spell save DC. On a failed save, the undead is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of the musician. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

The spectral musician remains for 1 minute, or until it drops to 0 hit points or you become incapacitated. You can only have up to 3 musicians at a time, but none of them can use the same aura as another musician that you have summoned (ie you can’t have three musicians all using Tune of Turning, you must have one using Tune of Turning, one using Aria of Acceptance, and one using Hymn of Haunting, etc).

Gravewalker

At 6th level, you have spent so much time mingling with the dead, you have begun to adapt to the environments where they live. You have also learned to weave magic into your blows that undead cannot stand. You gain darkvision out to 60 feet, and if you already have darkvision, your darkvision's range increases by 30 feet. In addition, undead with an Intelligence of 9 or less do not regard you as an enemy, unless you or your allies attack them. Finally, your weapon attacks deal an additional 1d4 radiant damage, and 2d4 radiant damage to undead.

Welcome to the Band

At 14th level, you learn to recruit souls into your macabre orchestra. When a humanoid you can see dies within 60 feet of you, you can use your reaction to ensnare the soul of that creature. It rises as a specter with temporary hit points equal to your Bard level. It has its own initiative, and obeys your verbal commands. Specters conjured using this feature fade into the afterlife after you finish a long rest. You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature when you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes