College of the Orchestra
The college of the orchestra teaches that performances shouldn't just be entertaining, but emboldening and invigorating as well. These bards train to be able to conjure a hundred sounds out of thin air simultaneously to be able to inspire awe and embolden their allies.
Battlefield Stage
The battlefield is a place to perform and you know how to utilise that and weave it into your normal combat. You gain the ability to start a performance that continually gives enhancements to your allies.
At 3rd level, you learn 2 performance styles listed under 'Performance Styles' below. You learn one more at 6th level and at 14th level and you can replace a style for another after gaining a level in this class.
As an action, you may start a performance, choosing a style for it to use and, during the performance, you gain the following benefits:
- Spells do not require verbal or somatic components
- You and all allies within 30 ft. that can see or hear you gain the benefit described by the chosen style
The performance lasts for 1 minute or until you choose to end it (no action required). Creatures can only be affected by it if they can hear you. You may start a performance a number of times equal to your charisma modifier. You regain expended uses at the end of a long rest.
Flourishing
At 6th level you gain the ability add impressive moments to your performance or finish it in a memorable way.
You learn 3 flourishes listed under 'Flourishes' below. You learn 2 more at 10th and 14th level and can replace one of your known flourishes with a different one when you gain a level in this class. While you are performing, you can expend bardic inspiration dice to perform flourishes to bolster allies or affect enemies.
Allies can only be affected by it if they are affected by your performance and enemies must be able to hear you to be affected. If the flourish is labeled as a 'finale' then the performance ends once you use that flourish.
The World's a Stage
At 14th level, your performances have improved to the pinnacle of musical prowess. The range of your performance increase to affect allies within 60 ft. and the first flourish you perform after starting a performance doesn't expend a bardic inspiration.
Performance Styles
Anthem
The hopeful pride of the performance gives people the will to keep going. Affected allies get a bonus to death saving throws equal to your charisma modifier. If a person rolls a death saving throw that is 20 or above, they regain consciousness with 1 hit point.
At 14th level, the bonus equals your charisma modifier + your proficiency bonus.
Classical
The subtle melodies help keep people focused. Affected allies may add 1d4 to any intelligence, wisdom or charisma saving throw.
At 14th level, this increases to 1d6.
Country
The rhythm and repetition of the music allows allies to fall into cooperative synchronisation. When an affected ally makes an attack roll against an enemy that has already been attacked by an ally this round and they are within 5 ft. of that ally, they gain advantage on their first attack roll.
At 14th level, the enemy doesn't have to be hit before hand to gain the benefit.
Hymn
The inspiring sound of hymns allow people to get back on their feet. Whenever an affected ally is healed, they gain 1d6 + your charisma modifier temporary hit points
At 14th level, this increase to 1d10 + your charisma modifier.
Rock/Metal
The harsh tones of the music give people a boost to aggression. Whenever an affected ally brings a creature to 0 hit points, they gain 1d6 + your charisma modifier temporary hit points.
At 14th level, this increase to 1d10 + your charisma modifier.
Samba
The lively, energy filled rhythm of samba keeps people moving quickly. An ally that starts their turn within range of your performance gain +5 ft. to their movement speed until the end of their turn.
At 14th level, this increases to +10 ft.
War March
The rigorous rhythm of the music keeps people in line and physically ready at all times. Affected allies may add 1d4 to any strength, dexterity or constitution saving throw.
At 14th level, this increases to 1d6.
Flourishes
Crash
You add a loud burst of thunderous energy to an allies weapon. When an ally in range hits with a weapon attack, you may expend a bardic inspiration as a reaction and the attacked creature must make a strength saving throw against your spell save DC. On a failure, the creature is pushed 5 ft. away and knocked prone.
Crescendo
You fill an recovering ally with hope and confidence. When an ally is healed, you may expend a bardic inspiration as a reaction and add it to the amount of hit points restored.
Diminuendo
You cause other people's attention to wander with the gathering quiet. As a bonus action, you may choose a creature within range and expend a bardic inspiration die. The first attack against that creature before it's next turn has advantage.
Dirge (Finale)
You finish with a threatening tone which causes enemies to fear their own frightful end. As an action, you may expend a bardic inspiration die and cause all enemies in range to make a wisdom saving throw against your spell save DC. On a failure, they are frightened of you for 1 minute and must take the Dash action on their turn to try and get as far away from you as possible or get out of sight of you. If they are as far away from you as possible, they must take the Dodge action. They can repeat the saving throw at the end of their turn, ending the effect on a success.
Dissonance
You can cause a sudden uncomfortable chord to throw an enemy off balance and distract them. As a reaction when an enemy is forced to make an intelligence, wisdom or charisma saving throw, you may expend and roll a bardic inspiration die and reduce the saving throw by the number rolled.
Hasten Tempo
You cause an ally to speed up in time with the music. As an action, you can choose a creature and expend and roll a bardic inspiration die. That creature moves up the initiative order by one space, up to 2 spaces if you roll at least a 5 or up to 3 spaces if you roll above a 10.
Majestic End (Finale)
You end on an impressive high note and bolster allies in range. As an action, expend and roll a bardic inspiration die. You and all affected allies gain temporary hit points equal to double your roll + your bard level.
Resonant Weapons
You play at the specific frequency to cause an ally's weapon to hum with energy. As a bonus action, you may target an ally and expend a bardic inspiration. Their next weapon attack deals extra thunder damage equal to the inspiration die.
Sforzando (Finale)
The sudden joyous chords in your performance cause allies to snap awake. As an action, you can expend a bardic inspiration die and allow all allies in range that are unconscious to regain 1 hit point and use their reaction to stand up and move up to their movement speed without provoking opportunity attacks.
Staccato
The jarring, disjointed notes can cause an ally to suddenly break out of their confusion. As an action, you may expend a bardic inspiration die and target an ally with the frightened or charmed condition. They may immediately make a save against it, adding your inspiration die to the save.
Tierce de Picardie (Finale)
The sudden ending on a different style can cause an enemy to become distracted. As an action, target an enemy and expend a bardic inspiration. That enemy must succeed a wisdom saving throw or be stunned for 1 minute, repeating the saving throw at the end of each of their turns and ending the effect on a success.
Thunderous Conclusion (Finale)
You end with a blast of thunderous energy. As an action, you may expend and roll a bardic inspiration die and all enemies must make a constitution saving throw. On a failure, they take thunder damage equal to double your roll + your charisma modifier and get pushed 15 ft. back. On a success, they take half damage and don't get pushed back.