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Cody
Cody

15d

ISFP

Libra

I made a Bard Subclass that's pretty nuts - College of Tones.

(3) Tonal Assault - You have learned how to manipulate the tones of the universe and use them as weapons against those who threaten you or your allies. As an action, you can make a ranged spell attack against a creature within 60 feet of you that you can see.. On a hit, the target takes 1D8 Thunder Damage, blasting the target with pressurized sound. You use your Charisma modifier for this attack and add it to the damage rolls. You must be able to speak or be holding an instrument to use this Action. The target is immune to this effect if it is Deafened, or either it or you are inside an area where sound is nullified, such as a Silence spell. When you reach sixth Level in this class, you can target one additional creature within range that you can see, and the number of damage die increases as you gain levels in this class to 2D8 at 5th level, 3D8 at 10th level, and 4D8 at 15th level. (3) Tonal Inspiration - Through your ability to manipulate soundwaves, you are capable of reshaping their energy with your own. When you or another creature you can see within 30 feet gets hit with an attack or takes Thunder Damage, you can use your reaction to expend one use of Bardic Inspiration. Roll the die. The target gains resistance to Thunder Damage and adds the number rolled to it's Armor Class until the start of it's next turn. Alternatively, when you deal thunder damage, you can expend one use of Bardic Inspiration to ignore one creature's resistance to Thunder damage and add the roll to the damage. (6) Tonal Aeromancer - You can cast the Thunder Step and Magic Mouth spells without expending a spell slot or requiring material components. You cannot do so again until you finish a long rest. If you are aware of an object within 30 feet of you that is effected by the Magic Mouth spell, you can use a bonus action to speak one word of your choice to produce the following effects: "Yield!" - choose one creature that is within 30 feet of the Magic Mouth. A creature that cannot hear is uneffected. It takes 1D12 Thunder Damage and must make a Constitution saving throw or pushed back 10 feet and knocked prone. It take's half as much damage on a successful save. "Escape!" - choose one creature that is within 30 feet of the Magic Mouth. A creature that cannot hear is uneffected. Until the start of your next turn, opportunity attacks against that creature have disadvantage, it's speed increases by 10 and it can use it's Action to automatically escape from nonmagical restraints. "Focus!" - choose one creature that is within 30 feet of the magic mouth. A creature that cannot hear is uneffected. When a creature makes it's next Attack Roll or Ability check, it can add 1d4 to the roll. You can cause these effects a number of times equal to your Charisma modifier, which you regain after you finish a long rest. (14) Seneschal of Sound - You can manipulate sound so strongly that no physical or magical force can contain it. Your Tonal Magics and spells that rely on sound ignore the effects of the Silence spell and can penetrate most barriers if you will it. In addition, once per long rest you may make a musical performance to weave sound into weapons. Choose a number of weapons equal to your Charisma modifier. Attacks made with those weapons by any creature deal an additional 2 Thunder Damage on a hit and count as magical for overcoming resistances. This damage ignores resistances and the effect lasts until you drop to 0 hit points, sleep or fall unconscious.

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