College of Symphony in Somnium | World Anvil
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College of Symphony

The College of Symphony is home to bards that sees the world as a constant harmony of collaborations, formed to create breath-taking masterpieces. Taught by master conductors, they are taught the importance of being apart of something much bigger than themselves with this lesson:
“A solo is normally hailed as the most memorable part of a symphony but remove the symphony then on its own, there is no spark. The world is built upon collaborations and it is when a collection of individuals are brought under the same umbrella that true beauty is unleashed. Listen, students, music flows through everyone of us, pick up your batons and guide it!”
These bards are able to tap directly into the musical flow around us and manipulate it to begin a performance that leaves no one behind.

Conductor's Attire

At 3rd level when you select this subclass, you received the College of Symphony’s attire for a conductor. It includes:
  • A conductor’s baton that you can use as your spellcasting focus for your bard spells. It can also be use as a finesse weapon that deals 1d4 Piercing damage.
  • A tailored tuxedo: this tuxedo provides the same AC bonus to the wearer as Studded Leather Armor and is considered magical. In addition, the tuxedo is enchanted to be able to repair itself over time.

First Act: Performance of A Lifetime

Starting at 3rd level, as an action you can expend one use of your Bardic Inspiration die to select a score to conduct and start the performance of the score. When you do so, select a number of creatures within 60 ft of you that you can see and they can see you up to a number equal to your Charisma modifier (minimum of 1). Each of them gain temporary hit points equal to the number rolled on a Bardic Inspiration die and the benefits of the score that is being played.

Musical Score
When First Act is activated, a score must be chosen and will remain active for the duration of combat or until you are reduced to 0 hit points and fall unconscious. Once the performance of a score is started, it can not be changed unless First Act is used again.
  • Score 1: Lively Dance of The Fireflies
  • A creature after receiving the temporary hit points can immediately spend its reactions to move up half of its movement speed. In addition, it gains a bonus +10 to its movement speed as long as the score is playing.
  • Score 2: Sorrowful Death in The Family
  • For the duration of the score, as a reaction to taking damage from an attack, a creature that has received the temporary hit points can make the target take Psychic damage equal to a roll of your Bardic Inspiration die
  • Score 3: What Even is The Point?
  • During the duration of the score, a creature that have received the temporary hit points has advantage on its first melee attack in each turn.

Second Act: Slow Crash Through The Snow

At 6th level, when First Act is already active, as an action you can transition to the Second Act of the performance and chose a number of creatures within 60 ft of you that you can see and are currently listening to the performance equal to your Charisma modifier (minimum of 1). Each of them must succeed on a Wisdom saving throw or have their movement speed reduced to 0. It can attempt the saving throw again at the end of each of its turn.

Somber Fortitude
While Second Act is active, you can spend your reaction to give a Bardic Inspiration die to a chosen creature in First Act in response to it making a Wisdom, Intelligence or Charisma saving throw. The creature can then choose to spend the Inspiration die immediately and add the result to the save.

Score Progression
When Second Act is activated, the benefits of the musical score currently active will change accordingly (This means that the benefits of a score in First Act will be replaced with its benefits in Second Act). These benefits will be applied to the creatures that were selected during First Act:
  • Score 1: Lively Dance of The Fireflies
  • The battlefield is surrounded by thick clouds of mist, granting chosen creatures in First Act advantage on Stealth checks to hide within the mist. In addition, attacks of opportunity against a chosen creature in First Act are rolled at disadvantage.
  • Score 2: Sorrowful Death in The Family
  • The battlefield is engulfed in forget-me-not flowers. Whenever an attack is made against a chose creature in First Act, the attacker must succeed on a Wisdom saving throw or make the attack at disadvantage. If the attack still hits, the damage is reduced by an amount equal to your Proficiency modifier.
  • Score 3: What Even is The Point?
  • The battlefield becomes tainted red with blood with visible dead bodies and burning buildings. When an attack made by a chosen creature in First Act hits, the target must succeed on a Wisdom saving throw or be Frightened of the attacker. It can made the saving throw again at the end of each of its turn.

Finale Act: Fortissimo Rondo

At 14th level, when Second Act is already active, as an action you can transition to the Finale Act of the performance. A massive spectral symphony hall is then summoned with the battlefield in the center. While Finale Act is being performed in this hall, damage taken by chosen creatures in First Act is reduced by a number equal to your Charisma modifier.

Majestic Maestro
While Finale Act is active, when a creature attempts to attack you for the first time in a turn, you can spend a reaction to force it to make Charisma saving throw. On a failed save, it is Charmed by you until the end of its next turn. On a successful save, it can attack you this turn but can not move on its next turn.

Score Progression
When Finale Act is activated, the benefits of the musical score currently active will change accordingly (This means that the benefits of a score in Second Act will be replaced with its benefits in Finale Act). These benefits will be applied to the creatures that were selected during First Act:
  • Score 1: Lively Dance of The Fireflies
  • When Finale Act is started, chosen creatures in First Act gains the benefit equivalent to the Haste spell for 1d4+1 rounds without suffering the lethargy when the effect ends. After the Haste effect ends, the residual power allows chosen creatures in First Act to use the Dash action as a bonus action for the duration of the performance.
  • Score 2: Sorrowful Death in The Family
  • When a chosen creature in First Act is hit with an attack, the attacker must succeed on a Wisdom saving throw or act as if they have 3 points of Exhaustion. An affected creature can repeat the saving throw at the end of each of its turn, ending the effect on a success.
  • Score 3: What Even is The Point?
  • Melee attacks made by a chosen creature in First Act deals extra Slashing damage equal to your Charisma modifier (minimum of 1). In addition, the target of the attack takes one instance of the extra damage again at the start of its turn for 1d4+1 rounds.

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