College of the Sublime Chord
Music is not just a pleasant sound, it is also the expression of mathematical relationships fraught with significance.
A member of the sublime chord college sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time.
Music and magic are actually one and the same, and an astute student who unravels the riddles of meter and pitch simultaneously reveals hidden secrets of great power.
Arcane Training - Optional
"The following is subject to DM approval"
Your training in the arcane allows you to learn spells normally associated with the sorcerer class. When your Spellcasting feature lets you learn a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.
Performance Training
Starting at 3rd level, you receive training in the Performance skill and become proficient in it. If you already are proficient in Perfomance you instead gain Expertise in it.
If you already have Expertise in Performance you may select another skill to become proficient in.
Song of Arcane Power
Also at 3rd level a Sublime Chord learns to power their magic through impactful songs of arcane power. As a Bonus action, you begin to sing and expend a use of bardic inspiration to make a performance check, your speed is 0 until the end of the current turn.
The result of that performance check on the table below determines how powerful their next bard spell's save DC, to hit, damage and healing rolls are before the end of their next turn.
9 or lower = +0, 10 to 19 = +1, 20 to 29 = +2, 30 or higher = +3
The bard spell to be enhanced by the Song of Arcane power must be cast by the end of the your next turn, or else the song fades with no effect (other than consuming a bardic inspiration use).
Arcane Song of Rest
At 6th level your Song of Rest feature can infuse and revitalize your allies with magic.
Once per day when you finish a short rest and you use your Song of Rest, you or any friendly creatures who can hear your performance can regain a number of expended spell slots at the end of that short rest by rolling a 1d4+1 with the result being the amount recovered.
For example, an ally could roll a 4 and recover two 1st level spell slots and a 2nd level spell slot, or they could recover a single 4th level spell slot.
Song of Timelessness
When you reach 10th level in this class, you learn another song, the Song of Timelessness.
As an Action, you begin to sing and expend a use of bardic inspiration to envelop a single creature within 60 feet in a field of timelessness. provided you have line of sight to the target and they are not obscured in any way, your speed is 0 until the end of the current turn.
The target must succeed on a Wisdom saving throw or else it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it - weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall.
You can keep your target frozen in time for as long as you continue to sing and maintain concentration on the effect, up to a maximum of 1 minute. When you stop singing or your concentration is broken, the target immediately returns to normal.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the Song of Timelessness ends on the target. As far as the creature is concerned, no time seems to have passed.
Song of Cosmic Fire
At 14th level you learn the final song, the Song of Cosmic Fire.
As an Action, you begin to sing and expend a use of bardic inspiration to make a performance check, your speed is 0 until the end of the current turn. The song of cosmic fire creates a 20-foot-radius spread of fire anywhere within 100 feet of the you (provided you have line of sight to the fire's point of origin). Each creature within that 20-foot radius must make a Dexterity saving throw. A target takes an amount of fire damage equal to the performance check you rolled on a failed save, or half as much damage on a successful one.
References
https://www.realmshelps.net/charbuild/classes/prestige/general/sublimechord.shtml
Book Source
https://www.amazon.com/exec/obidos/ASIN/0786934352/realmshelps-20/
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