Base Class: Bard
Your force of will is so powerful, it is difficult to discern between your magic and your raw talent or if it is blended together. Your enthralling songs inspire your allies and strike fear in your foes. Bards that have graduated from this college are unique and rare to find, but their command over the voice and the magic they wield is un-challenged by any other bard college. These bards must sing in order to create a focus for their spells, and often times can command instruments with their voices to do their bidding.
Soul of a Performer
Starting at 3rd level, you can access to the cantrip Prestidigitation, Can only be used for singing and boosting the sounds of a performance. You can also by force of will cause instruments you are familiar with and have proficiency with to animate and play for you. The Instruments must stay with in 90 feet of you or they become in-animate again. While animated they play music by command of your emotion and thought. You may animate up to as many instruments equal to your proficiency bonus.
Voice of Power
Starting at 3rd level, you have gained the ability to empower your voice so richly with arcane power that it now carries true power to affect the fabric of reality. This ability replaces the Bardic Inspiration ability, Troubadour's do not give bardic inspiration instead they buff their groups through the power of their songs. The Troubadour gets to choose three songs at 3rd level, then an additional song at 6th, 9th,12th level. While singing your movement is reduced by half and you may not cast any spell or take bonus actions. You may end the song early but the song can not surpass the duration. You must also be able to sing and be heard for the songs to take affect.
Songs are broken up into the following format
Name: This is the name of the song
Duration: The duration is how long the song can be in affect for, this is represented by two numbers (standard/ Inspired)
Effect: Tells what happens when the song is active
Inspired: This tells you what happens when you spend a bardic inspiration when singing your song. This generally increases the potency of the song.
After a song finishes you must wait till the end of your next turn before you are able to use another song. You may use your songs as many times equal to your proficiency bonus, once you have used this feature you must complete a short or long rest to gain them back.
Song of Battle
Duration: 2
Effect: With your song you may as many allies equal to half your proficiency bonus round down. When this song fills the air you grant your ally a bonus to their attack rolls while under the affect of this song equal to your charisma modifier.
Inspired: Your song now increases the critical threshold by one making your allies attacks score a critical on a roll of 19 or 20.
Song of Battle Rejuvenation
Duration: 2 / 5
Effect: While singing this song in battle you may choose allies equal to your proficiency bonus to gain regeneration trait equal to your bard level
Inspired: When inspired you increase the duration to 5
Song of Blood Letting
Duration: 5
Effect: When singing this song you command the blood of your enemies to become thin and flow unnaturally. For the duration any creature that has taken damage from a slashing or piercing weapon takes an additional damage equal to half your bard level at the end of their turn.
Inspired: When inspired spells that require to hit rolls can now trigger the bleed effect.
Song of Defense
Duration: 2/3
Effect: While under the effects of this song all allies you choose equal to your proficiency bonus gain a bonus to their AC equal to half your Charisma Modifier minimum of 1.
Inspired: You may increase the duration of the song by one round
Song of Disorientation
Duration: 3
Effect: This song creeps into the minds of your enemies and causes confusion among them, they must make a intelligence saving throw or become confused. A confused enemy must roll a D20 and get a 10 or they attack a friendly target. You can only affect as many enemies equal to half your proficiency bonus.
Inspired: All affected creatures must roll above a 15 instead of a 10.
Song of Equilibrium
Duration: 3/ 6
Effect: When creatures hear this song their inner ears become affected inciting vertigo in them. All creatures in a 60 feet area must make a Wisdom saving throw, on a failed save their movement is reduced by half, if they move beyond that distance they must make a Dexterity saving throw DC 18 or become prone. If prone they must spend an entire action to stand. On a successful save they do not suffer any affects. All creatures can make a saving throwing at the end of their turn, if they are prone they lose their next turn and may stand at the end of their next turn.
Inspired: Increase the duration to six rounds.
Song of Fleetness
Duration: 2
Effect: When song is heard by your allies you increase their movement speed by 20
Inspired: When this song becomes inspiring your allies ignore rough terrain, and you are able to focus the magic of your voice into one ally by using your reaction once a turn and giving them the ability to ignore opportunity attacks until the end of that turn.
Song of Fortitude
Duration: 5
Effect: This song builds an internal fortitude among your allies, one their next saving throw they may add your charisma modifier to their result.
Inspired: Decrease the DC by 5 for allies equal to half your proficiency bonus
Song of Movement
Duration: 3/4
Effect: This song grants one of your allies one of the following movement types;
Burrowing - Their hands turns into harden nails allowing them to burrow through natural ground
Climbing - your hands gain a rough exterior allowing you to climb
Hovering - You may hover at half your speed
Swimming - Your hands and feet gain a webbed skin between the digits.
Inspired: You extend the duration by one round
Song of Second Chance
Duration: 1
Effect: When you sing this song angels weep, all allies in a 30 foot area are resurrected; if the ally refused to come back it brings them back regardless, but after 10 minutes any soul not wishing to carry on leave back to the heaven or hell they choose to be at.
Inspired: When inspired any ally that was raised by this ability also gains Temporary hit points equal to twice your bard level.
Song of Spell Resistance
Duration: 2
Effect: You can grant all your allies that is within 30 feet of you spell resistance. This allows your allies to roll advantage on their saving throws that are demanded from spells.
Inspired: When inspired, the song grants those that fail their saves to take half damage instead of full. This does not stack with other mitigation abilities such as Evasion.
Song of the Maelstrom
Duration: 1 round
Effect: Your voice calls forth the elements to create a maelstrom over your enemies, you may choose one target and cause a Lightning Bolt to strike down dealing 6d8 Lightning damage, this damage is increased by 4d8 if the target is wearing metal armor. All targets may make a Dexterity save for half
Inspired: When the song is inspired by your fury you may cause the lightning to jump to two additional targets. Treat each lightning strike as half the damage dice unmodified. Therefore the second target would take 3d8 lightning damage and the third target would take 1d8 lightning damage. If any of the additional targets are wearing metal armor you then add an additional 4d8 to the damage.
Song of Toughness
Duration: 5
Effect: The song infuses your allies with temporary hit points allowing them to live past insurmountable damage that would normally befall them. The amount of hit points you grant one ally of your choice is equal to your bard level.
Inspired: When you push your inspiration into this song you may choose one additional ally to affect equal to half your proficiency bonus minimum of one additional.
Decibel Block
Starting at 6th level, as a reaction you can add your charisma modifier to your AC against a single attack while you are singing. The sheer volume and pitch becomes hard for those to attack you bringing their ear drums to the brink of shattering.
Powerful Crescendo
Starting at 6th level, as a bonus action you can project your voice at a target. You roll a D20 + Your Charisma + Proficiency Bonus, the damage is 2d10 force damage.
This ability damage increases to when you reach 9th level (4d10), 14th level (6d10)
Song of Shared Torment
Starting at 14th level, when you sing this song you can not move or do any other action and requires your concentration. Doing so allows you to link the minds and souls of your enemies together. You may link up to three creatures together, these creatures must be with in 10 feet of one other in the link, every creature must make a charisma saving throw. On a failed save any damage you deal to one in the link deals the same damage to all in the link. Any linked creature shares only direct damage affects with other linked creatures, any AoE damage is not shared but rather split between the linked creatures.
If the creature in the link takes no action that turn they may make another save if the failed at the end of their turn. This ability last for rounds equal to your proficiency bonus, once you have used this ability you must complete a short or long rest before using it again.
Previous Versions
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8/26/2021 7:20:43 AM
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Coming Soon
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