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# Bard College of The Spheres The Things That Lurk Between The Stars, The Many-Angled Ones, The Hound of Tindalos, and the King of Yellow in Cold Carcosa all seek entry to the world that is so woefully unprepared for their arrival. Unfortunately for them, but fortunate for us, there exists an wandering order of bards who take on the agents of the mentioned beings, and disrupt their rituals, kill their spawn and bar them from the plane. Not all are succesful, but those who fail often find themselves and the lands they protect spirited away to place no can name. The fear of such failures motivates these unchosen few to keep as much as the world safe as they can. ### Bonus Proficiencies When you join the college of the Spheres at 3rd level, You gain proficiency in the Religion and Arcana skills. In addition, You may substitute Intelligence for Charisma for your Spell Casting, Bardic Inspiration, and anything else in the class that requires charisma.
### Transcribed Melodies When You take this Bardic college at level 3, You gain a Music Binder to keep your arcane notes and musical scores. With your Music Binder, you can transcribe Abjuration spells from the Cleric, Wizard and Warlock spell list into songs that you may play. You must possess a scroll of the school and class and pay the equivalent cost of a wizard transcribing a spell scroll into their Spellbook. ### Warding Song When you reach 6th level, your drive to protect the world has transformed your bardic inspiration. When you give an ally a Bardic Inspiration Die, They can spend it as a reaction to being hit or having to make a saving throw. They can then add the number rolled on the die to their armor class or as a bonus to their saving throw. \columnbreak ### The Music of the Spheres At 14th level, you may enter in a state of resonance with the music of the stars. You begin a performance that lasts one minute, and requires concentration to continue. Each round you maintain concentration on this ability, the music produces different effects on your turn. The performances effects are centered on you and have a range of 300 feet. You are unaffected by your own performance, but each round you continue to play the song, you take 1d10 psychic damage as you hear the eldritch truths of the world. This damage bypasses resistance and immunity to psychic damage Each hostile creature in range when the performance begins that can hear your music must make the save against the *banishment* Spell. Outsiders and Abberations have disadvantage against this save. **Round 2** Your body begins slide out of phase out with this reality, granting the effects of the *Blur* spell for the remainder of this ability. **Round 3** The furious playing of your instrument has empowered your allies with the *Haste* spell. **Round 4** Three areas in range sprout *Evard’s Black Tentacles* from cracks in reality. **Round 5-10** You begin to glow with a color out of space, an almost *Sickening Radiance* that lasts the remainder of the performance. This casts the spell on your space, without affecting you or your allies. Once you have used this feature, regardless of how long it lasted, it recharges on a long rest.