Bard
Base Class: Bard

Bards of the College of Acoustics have dedicated their lives to the production, control, transmission, reception, and effects of sound. Especially the study of the physical and psyhcological effects of sound on biological systems

Members of this college have learnt the spectrum can be divided into three sections: audio, ultrasonic, and infrasonic.
They've come to understand that everything within the multitude of realms of existence has it's own unique vibration, including the realms themselves which can be manipulated and wielded effectively in both magical and non-magical ways.

Though applications of acoustics can be applied to manipulating geologic, atmospheric and underwater conditions, the main focus of the college's members has been to learn and practice harnessing sound in a variety of ways relative to those around them. Often this will be beneficial such as when used to heal or assist but can also be detrimentmental such as when used to cause harm or destruction.

Harness Sound

Your study of acoustics has taught you to weaponize sound in an effective, practical and precise manner.
When you use Attack as an action you can use your voice or instrument to produce a pitch that physically damages the target instead of an unarmed strike.

The attack has a range of 10ft. On a hit, the weaponized sound deals thunder damage equal to 1d6 + your Charisma modifier.

Resonant Voice

As a bonus action, you can expend one use of your Bardic Inspiration to use your voice or instrument to produce a sound that resonates at the same natural frequency of a creature or object of your choice within range. Your target and any creatures of the same race as your the target within a 20ft radius of you takes 3d8 thunder damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the end of its turn. On a successful save, the target takes half as much damage and shakes off the resonance.

You regain this ability when you finish a short or long rest.

Sound Absorption

At 6th level, having delved into the mysteries of sound on a continuous basis, you've grown accustomed to the very essence of it and developed a resistance to thunder damage.
Additionally, you have advantage on any saving throws that would result in you becoming defeaned or from any area effects that would cause thunder damage.

Siren's Song

Your mastery of acoustics and the effects it has on creatures has led to the development of a devastating technique.

When you use Attack as an action, you can expend four uses of Bardic Inspiration to sing an enchanting melody.
All creatures within 60ft that can hear you though they need not understand you are enchanted by your voice. They are compelled to use their movement action to move directly toward you, ignoring any dangerous obstacles. If by using their movement action they are able to reach you, they are instantly paralyzied until the end of their next round.

The affected creatures must make a Wisdom saving throw. On a failed save, it takes 10d6 psychic damage and must use all its movement to toward you, acquiring additional damage caused by environmental or spell affected areas.
On a successful save, the target takes half as much damage and resists the urge to move.

Items or spells that negate sound and defeatned creatures are immune to this spells effects.

Your allies have advantage on the saving throws. If a creature is within melee range of an ally when this spell is cast and moves as a result of their failed save, your ally gets an attack of opportunity against the creature before having to make their own Wisdom Saving throw.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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6/3/2021 7:26:07 AM
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