My Documents
Support GM Binder!
## College of Spellstring Some bards prefer their own voice. Some like elaborate, elegant tunes. And then there are spellstrings. Claimed by some to be working with fiends, spellstrings use exclusively stringed instruments to pluck incredible chords that shake people - literally. They want to be heard... and they are. #### Spellstring Starting at 3rd level when you join this college, you are able to create a spellstring, a magical isntrument. You can transform one instrument or weapon into your spellstring by performing a special ritual while you hold the instrument or weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the spellstring, shunting it into an extradimensional space, and it appears whenever you create your spellstring thereafter. Your spellstring counts as a magical lute, etwahl or other stringed instrument, and it is always considered to be under the effects of the *thaumaturgy* spell. While holding your spellstring, this effect extends to you. You also learn one cantrip or 1st level spell that can deal thunder damage. This spell doesn't count against your cantrips or spells known. #### Power Chord Also starting at 3rd level, you learn to imbue your thunderous music with special effects. When you deal thunder damage to creatures, you can use your bonus action to expend a Bardic Inspiration and add a special chord to it using your spellstring. The chord affects one creature of your choice that would take thunder damage from you. **Bolstering Chord.** The creature automatically succeeds on its saving throw and takes no damage from it. Instead, its next attack deals an extra 1d6 extra thunder damage. The extra damage increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. **Cracking Chord.** The creature must make a Constitution saving throw (if the feature didn't already call for a Constitution saving throw) or subtract 1d6 from all of its damage rolls until the end of your next turn. The damage reduction increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. **Deafening Chord.** The creature takes an extra 1d6 damage, and it must make a Constitution saving throw (if the feature didn't already call for a Constitution saving throw) or be deafened for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the chord ends. The extra damage increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. **Soothing Chord.** The creature automatically succeeds on its saving throw and takes no damage from it. Instead, it gains 1d6 temporary hit points. While a creature has these hit points, it's immune to being deafened. The temporary hit points gained increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. **Tempo Chord.** The creature's speed is doubled or halved (your choice) for 1d6 rounds. The number of rounds increase to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level. #### Air of Confidence Starting at 6th level, you can control the air around yourself to carry your chords anywhere. You are always considered to be under the effects of the *thaumaturgy* spell and the *absorb elements (thunder damage only)* spell. #### Endless Solo Starting at 14th level, you can use a Power Chord feature as a bonus action after dealing damage to a creature or after casting any spell that targets one or more creatures other than you. Additionally, whenever you use a Power Chord option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.