Base Class: Bard
Like song birds of battle, bards of the College of Vocals can change the tempo of conflict with their mere voices. From thunderous destructive yells to mimicking your own words back to you, these bards voices become a toolbox to be honed and used in various aspects that they choose.
Shout
Amplifying it with magic, you turn your voice into a force of destruction. Starting at level 3 as an action you can spend 1 bardic inspiration die and have creatures in a 15ft cone make a constitution save. They take 3d8 thunder damage if they fail or half damage if they pass.
Vocal Training
Starting at level 3 you begin your study into voice training. Gain a feature from the list below and you gain another at level 7 and level 15.
- Acapella - You no longer need your instrument as a spell focus when casting a bard spell.
- Bellow - Gain 10ft of tremor sense. Creatures that fail the save for Shout also fall prone
- Expression - Once between long rest, you can roll a performance check in place of an animal handling, intimidation or persuasion check.
- Mimicry - You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
- Projection - Shout and area effect thunder spells can also be done in a 30ft by 5ft line.
- Respiration - You can hold your breath up to 15mins and as an action create enough wind to clear a 5ft by 5ft space of fog, smoke or dust.
- Shriek - Gian 15ft of blind sense. Creatures that fail the save for Shout are also defend for 1 minute.
- Timing - If you ready your to do a Shout, you don’t have to spend a bardic inspiration for its activation.
- Ventriloquism - You gain the Message cantrip and can cast it without any components.
- Dissonant Whisper - Requires projection and ventriloquism - You can cast dissonant whispers as a level 1 spell without using a slot a number of times equal to your charisma modifier.
- Ghostly Whisper - Requires ventriloquism and mimicry. Spend 1 bardic inspiration, as a bonus action, give a target creature disadvantage on their next perception check, insight check or wisdom saving throw against your bard spell. This cannot be used on the same creature more than once within 24hours.
- Internal Metronome - Requires timing and acapella. When rolling for initiative you can spend 1 inspiration dice to ready an action before your turn. This action can only be used to cast a bard spell with a vocal only component or shout.
- Siren Wail - Requires shriek and expression. Spend 1 bardic inspiration, when you use shout have all creatures subtract the die result from their saving throw and if they fail the save also be frightened until the end of your next turn.
- Thunderous Roar - Requires bellow and respiration. Spend 1 bardic inspiration, when you use shout have all creatures subtract the die result from their saving throw and if they fail the save also be pushed back 10ft.
Resonance Amplification
At level 6 you learn to synchronize your voice with other sounds to amplify them. Once per turn you can add your charisma modifier to an attack or effect that deals thunder damage
Sound Barrier
At Level 14 whenever you take damage from an attack or effect you can see, you can use your reaction to halve the damage. You cannot use this effect if you are silenced.
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