Bard College: College of Resonance in Neria | World Anvil

Bard College: College of Resonance

College of Resonance

  Bards that have developed their abilities within the unpredictable circumstances of the aether storms have banded together to form the College of Resonance. The crystal shards all have their own frequencies, and each frequency seems to affect different things in different ways. This creates an endless list of possible ways to incorporate the crystals into their music, fitting their instruments and ear accessories with shards so that they can tune themselves to the right melody. Music created by bards in the College of Resonance are favored by adventuring parties, as their music seems to ward off some of the effects of the aether storms by keeping their companions calm, focused, and unknowingly in tune with the harmonies themselves.  

Sliding Pitch

At level 3, you've learned how to change the melody of the magic around you as well as tune into it. As a bonus action, you can expend one use of your Bardic Inspiration to change the frequency and pitch of your songs so that it's both painful and distracting. When choosing to do so, choose a number of enemy creatures up to a number equal to your Charisma modifier, and roll 1d4. If you make a successful hit against the chosen enemy creatures, the result of this roll is added to the damage rolled during the attack.  

Dissonant Chord

Also beginning at level 3, you learn the ability to channel the cringe-inducing dissonance between chords in order to render someone useless for a short amount of time. By spending an action, you can focus the unstable magic towards one of your enemies. At the end of your turn, an enemy of your choice within sight must succeed on a Wisdom saving throw against your spell save DC, or become stunned until the beginning of your next turn, or until they are attacked or take damage (whichever happens first).  

Well Tuned

At level 6, you gain the ability to store songs within the crystals fitted within your instrument. At the end of a long rest, choose one 1st level spell from any spell list normally cast as a ritual. Until your next long rest, this spell can be cast from the instrument as an action, casting instantly rather than requiring a ritual casting. This spell counts as a bard spell for you, and doesn't count against the number of bard spells you have prepared.  

Symphonic Shield

At level 14, your ability to interact with and change the frequencies produced by the aether storms and ambient magic has become a shield as much as it has ever been a weapon. The different melodies layer over one another, creating a shield for you and anyone within 10 feet of you. This shield lasts for 1 minute, or until you are incapacitated. For the duration, any enemy creature that attempts to move within the shield must make a Strength saving throw against your spell save DC. On a failed roll, the enemy cannot pass through the shield, and must choose a target not within it to attack. On a successful roll, they pass through the shield, taking 1d6 piercing damage as the screaming pitches begin to affect their eardrums.

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