dauntless/content/Classes/Bard/College of Sound.md
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source: Players Guide 2
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Bards aligned with the college of Sound are often drawn to it out of a desire to master their musical talents. Those with perfect pitch or who are virtuosos with the lute are common among the colleges members. But it is those who move beyond the simple creation of sound, who learn to truly manipulate it—not just with music but with magic— that truly capture what it means to be a master of sound.
| | |
|---|---|
|Sound Progression| |
|Bard Level|Features|
|3rd|Amplify/Dampen, Bardic Performance: Spell Syncopation, Echolocation|
|7th|Cacophonous Burst|
|11th|Somatic Semantics|
|15th|Inspired Syncopation|
Amplify/Dampen 
3rd-Level Sound Feature 
You learn the message and thaumaturgy cantrips and the silence spell if you dont already know them. These spells count as Arcane spells when you cast them, but they dont count against the number of cantrips or spells you know as listed in the Bard Progression table (see Players Guide). When you learn a new spell from gaining a level in this class, you can learn any spell that creates sound (other than words or verbal components), dampens sound, or enhances a creatures ability to observe sound. These spells can come from any source spell list and count as Arcane spells when you cast them.
In addition, when you cast the silence spell, you can exclude a number of creatures from its effects equal to your **PB**, and if one of your spells normally causes sound (such as the thunderwave spell), you can choose to either make it silent or up to twice as loud, increasing the range at which it is audible.
# Bardic Performance: Spell Syncopation 
3rd-Level Sound Feature 
Your performance subtly manipulates the magic sounds of spellcasting, inhibiting or enhancing the spells. While your performance lasts, hostile creatures within range reduce spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down), and friendly creatures (which includes you) within range increase spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down). 
# Echolocation 
3rd-Level Sound Feature 
You learn how to use sound to perceive things your eyes cant. You have keensense to a range of 10 feet, but you lose this sense while deafened. Starting at 7th level, the range increases to 15 feet and by an additional 5 feet at 11th level (20 feet), 15th level (25 feet), and 20th level (30 feet).
# Cacophonous Burst 
7th-Level Sound Feature 
When a friendly creature you inspired rolls a Bardic Inspiration die (see Bardic Inspiration feature in Players Guide), a burst of sound ripples out from it. Each hostile creature within 5 feet of that friendly creature must succeed on a **DEX** save against your spell save **DC** or take thunder damage equal to twice the number rolled. 
In addition, you can roll a Bardic Inspiration die, using one of your uses of Bardic Inspiration, to add the number rolled as thunder damage when you hit with an attack.
# Somatic Semantics 
11th-Level Sound Feature 
Your mastery of sound affords you some protection from it and makes you less reliant on it. You are resistant to the deafened condition and to thunder damage, and you can replace the verbal components of your spells with somatic components. At the GMs discretion, some spells might not qualify for this kind of replacement, like the message spell, which requires you to speak a message.
# Inspired Syncopation 
15th-Level Sound Feature 
As a reaction when a creature you can see within 60 feet of you (which can include yourself) makes a save to maintain concentration on a spell or effect, you can roll a Bardic Inspiration die (see Bardic Inspiration feature in Players Guide), using one of your uses of Bardic Inspiration, to add or subtract the number rolled to that save. If this results in you or an ally successfully maintaining concentration or in an enemy failing to maintain concentration, you get to keep the Bardic Inspiration die. Otherwise, the die is expended.