College of Blues
Bards of the College of Blues know about loss and having their hope corrupted, they have full sensitivity of their surroundings and infuse their emotions through underground blues melodies that pierce even through the darkest of hearts. Brave, underrated artists who seek to captivate creatures through tales with blues. Whether singing or playing the acoustic bass or harmonica, these slow and powerful ballads are played from taverns or by a huge orchestra. these bards use their gifts to hold audiences spellbound. They don't expect applause or anything fancy, they find joy and mindfulness in a silent way, when at least one person felt something through their performance. These bards take inside out the sadness of other creatures and use it as songs of reliance and hope to calm them.
Some members of this college might have developed their powers through gamble, selling their soul and giving it to an otherworldly entity, or perhaps by messing with dark magic and getting themselves into a much deeper pact. They often have an eerie approach through dreams with travels to the Astral plane, or might even witnessed what's inside the Spot of Nothingness; a rupture of reality, a hole in between planes where everything that steps inside stops existing for eternity. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment.
At 3rd Level, you delve into the noir techniques of the blues music in all of its branches. The class grants you features at 3rd Level and again at 6th and 14th level.
Bonus Proficiencies
When you join the College of Blues at 3rd Level, you gain proficiency with three Skills of your choice.
Unwavering Soul
3rd-level College of Blues feature
Your blues has tough you not to back down under any circumstances, and since you have experienced truly evil and sorrow, your soul can't be broken and have the strength to ignore fear and despair. You have proficiency with Wisdom saving throws. Additionally, you have advantage on saving throws that rely of being frightened. When you reach 6th level, you can't be charmed or frightened by any means.
Created by Gordon Z. Hagworts
Traveling Notes
3rd-level College of Blues feature
You can manipulate the smooth mellow of your blues to summon swirls of dismal and misty blues that either aid you or your allies in critical scenarios. This help or push from the blues melody is represented in Mellow Counters. These counters work as an extension of your magic, letting you interact with a creature with your Bardic Inspiration die, as the swirls of blues travels through creatures with Mellow Counters on them. The creature must be able to hear you.
Mellow Counters
In addition to the mechanic of giving a creature a Bardic Inspiration die, you can also benefit from it by metaphorically placing a Mellow Counter on that creature, as the swirls of misty blues energy shifts throughout the creature's body. The mist is intangible and invulnerable, and it lasts until the creatures uses its Bardic Inspiration die. Expending Mellow Counters lets you create a variety of effects while the creature still benefits from your Bardic Inspiration. Creatures that have your Bardic Inspiration, or that have used it in the last turn can benefit from Mellow Counters only if you know its current location. You can expend a Mellow Counter in the following ways:
Rising Blues
When the creature is knocked prone, you manifest swirls of a church choir blues to rise the creature up instantly. The damage the creature took is reduced by 1d6 + your Charisma modifier.
Jazzy Blues
You imbue positiveness and inspiring thoughts to your allies. You can cast Calm Emotions or Heroism on the creature or any other ally within 20ft. of it.
Redemption Blues
Dimming swirls of enlighten blues pours out surrounding the ally. If the creature rolls a 1 on a d20 die, you make it reroll the die and choose either result. If the new roll turns out to be a 19 or higher, you gain one extra use of your Bardic Inspiration.
Blues of Slay
You empower the creature with rocking blues and inspire it to strike with might. When the ally hits an enemy, you may add your Performance modifier to the damage.
The Right Note
6th-level College of Blues feature
You learn to create sharp swirls of blues and attempt to strike through multiple enemies at once. As a bonus action, you can command the swirls of blues to strike every enemy within 30 feet that you can see. Every target must succeed on a Wisdom saving throw or take 1d8 + your Performance modifier (psychic damage), or half on a successful roll. The damage increases by 1d8 if it hits an undead, fiend, or melancholic creature.
You can use this ability a number of times equal to half your Proficiency Bonus, regaining all expended uses when you finish a long rest. At higher levels, the damage increases by 2d8 when you reach 10th level, 3d8 at 14th level and 4d8 at 17th level.
Okay Let's Jam
14-level College of Blues feature
Your blues melodies can reach through other planes of existence, traveling through the Astral Sea and catching the attention of otherworldly monsters. As an action, you can pull one monstrosity, aberration, fiend, ooze, construct, elemental, fiend or celestial from the a corner of any plane of existence that has been described by the GM at least one time (at the GM's discretion). The monster must have a CR equal to half your bard level (rounded up). The creature must be able to hear your blues in order to command it, otherwise it acts of its own. The creature treats you and your party as allies and obeys your commands through the melody of your blues. The creature disappears when it drops to 0 hit points or if you use your action to push it back to the astral sea. The creature remains in your current location for 1 hour, then it disappears.
Roll initiative for the creature, which has its own turns. The monster considers you and your companions as partially allies, but doesn't make an effort to avoid attacking them if they are within a threatening space. When you summon it and on each of your turns thereafter, you can issue commands through your blues (requiring no action on your part). If you issue no command, it spends its turn attacking any creature within reach. You must maintain Concentration as if you were concentrating on a spell. If you stop concentrating before it reaches its full duration, the monster acts of its own, and an uncontrolled summon does not disappear for 1d4 rounds if it still has hit points.
You can use this feature once per day, regaining it after a short or long rest.
When you reach 17th level, you can summon a monster or beast with a CR of 3 + half your bard level. Additionally, your imagination has gone so vast and accurate that you don't the need to have seen the creature to summon it.
Hurl Through Void (Optional)
14-level College of Blues feature
This 14th-level feature replaces the Okay Let's Jam feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You target a creature that you can see within 30 feet and attempt to hurl it into the astral plane. The target must succeed on a Charisma saving throw. On a successful save, the target takes 6d10 psychic damage. On a failed save, you transport the target through the astral plane. The creature disappears and hurtles violently through a nightmarish paralysis landscape where it remains incapacitated as long as you maintain concentration, as you would do with spells.
If you maintain concentration for 15 minutes, the creature doesn't return on the banishment as you do with spells. At the start of each round,
When this ability ends, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target's home plane isn't the astral plane, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
Your blues melodies can reach through other planes of existence, traveling through the Astral Sea and catching the attention of otherworldly monstrosities and beasts. As an action, you can summon one creature monster or beast from any plane of existence that you have fought or been described by the GM at least one time. The creature must have a CR of half your bard level (rounded down). The creature must be able to hear your blues in order to command it, otherwise it acts of its own. The creature treats you and your party as allies and obeys your commands through the melody of your blues. The creature disappears when it drops to 0 hit points or if you use your action to unsummon it. The creature remains in your current location for 1 hour, then it disappears.
Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue commands through your blues (requiring no action on your part). If you issue no command, it spends its turn attacking any creature within reach that is not your ally. You must maintain Concentration as if you were concentrating on a spell. If you stop concentrating before it reaches its full duration, the summon does not disappear for 1d6 rounds if it still has hit points.
You can use this feature once per day, regaining it after a short or long rest.
When you reach 16th level, you can summon a monster or beast with a CR of 9 or lower. Additionally, your imagination has gone so vast and accurate that you don't the need to have seen the creature to summon it.