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5)
Homebrew 5th Edition Bard Subclass
- Drum: Playing this instrument causes several creatures in a 30ft area centre on you
up to your CHA mod to take your bardic inspiration die + CHA mod of bludgeoning
damage. Each creature hit by this effect must make a STR saving throw, if they fail,
they take full damage and fall prone, if they succeed, they take half damage and do
not fall prone. Creatures immune to becoming prone, bludgeoning damage or
unable to hear the drums passes the saving throw automatically. This effect will
provoke an attack of opportunity.
- Dulcimer: Playing this instrument causes several creatures in a 30ft area centre on
you up to your CHA mod to make a CHA saving throw. These creatures must be able
to hear the music and you have to be able to see them. If they fail, the creatures
begin to two-step (a type of mosh dance move), dropping all held items and moving
their movement speed directly away from you. You cannot use your reaction to
make an attack of opportunity against a target that has moved away from you, but
allies can and if the creature is hit by this can make another CHA saving throw. If the
creature then succeeds this saving throw, they stop where they are, if they fail the
continue two-stepping away. If the creature would move away from you towards
something that would be fatal, they stop just before it. If they succeeded, nothing
happens. Allies that you target with this ability will begin to two-step and you can
move them in whatever direction you so wish up to their max movement speed,
allies can resist by perform a CHA saving throw and if they were to walk into
something that you think could be fatal to them, they will stop just before. If the ally
levels an area of influence and is hit by an attack of opportunity, they can make an
additional saving throw. If they fail, they keep on moving, if they succeed, they stop
where they are. Creatures immune to charm effects or unable to hear the music
played by the dulcimer automatically succeed the saving throw. This effect will not
provoke an attack of opportunity.
- Flute: Playing this instrument causes several creatures in a 15ft area centre on you
up to your CHA mod to make a CHA saving throw. If they fail, the creatures cannot
take their eyes off you and will use their reaction to move towards you and seem to
be getting into the music you are playing, if they succeed, noting happens. For every
turn after this, you can continue to play the flute to keep the enemies fixed on to you
using your action and bonus action, and at the beginning of their turn they can make
another CHA saving throw, this time with a +1 to the roll to break free from the mind
control. Each time they fail, the next attempt has an additional +1 added to the
saving throw. If the creature succeeds nothing happens and they continue to take
their turn as normal. Creatures immune to charm effects or unable to hear the music
played by the flute automatically succeed the saving throw. This effect does not
provoke an attack of opportunity.
- Lute: When playing this instrument, a you cause a 15ft wide by 50ft long shockwave
of thunder damage equal to the bardic inspiration die + CON mod. The shockwave
doesn’t get stopped by the first target but for each creature it passes through, the
damage cause is reduced by 2 until no damage is taken. When hit, the creature will
make a DEX saving throw and if they fail, they will be pushed back 10ft, if they
succeed, they take half damage are not knocked back. The shockwave is stopped
however by full cover or until it hits a wall. Creatures behind half and ¾ cover will
take half damage and have advantage on the DEX saving throw. If the creature
cannot hear the music or is immune to thunder damage, they automatically pass the
saving throw. This effect will provoke an attack of opportunity.
- Lyre: When this instrument is played, pick one creature (including yourself) and
another creature within 50ft of you. If the creature tries to resist the effect, they
must make a CHA saving throw. If both the creatures fail or both allow the effect to
happen, the two creatures instantly swap places with each and lose their reaction (if
they hadn’t spent it) for this round. This effect does not provoke an attack of
opportunity. If the creature targeted is immune to being teleported or cannot hear
the song, they instantly succeed the saving throw.
- Horn: In a 30ft cone Infront of you cause your bardic inspiration dice + CHA mod of
thunder damage to all creature in the cone (including allies). For every creature in
the cone, they must make a WIS saving throw, if they fail, they become frightened of
you and must move their whole full movement speed away from you. If they
succeeded, they are not frightened, and they take half damage. Any creature within
5ft of you when you play the horn is deafened for a number of rounds equal to your
CHA mod, even if they were not damaged by the sound. Any creature immune to
fear, thunder damage or cannot hear the music created by the horn instantly
succeeded the saving throw.
- Pan Flute: The person that is playing the pan flute can target a number of creatures
up to the performers CHA mod up to a range of 30ft centred on you. The targeted
creatures then make a CHA saving throw. If they fail the creatures become full of
anger and blinded by their rage. While under the effect, targeted creatures can only
make melee or ranged attack against another creature that has been targeted by this
effect on their turn and will always use their reaction to make an attack of
opportunity against anything that moves away from them. They will deal the
performers CHA mod in damage on top of the normal damage done by the attacks.
The performance lasts for a number of rounds equivalent to your CHA mod if you
give up your action and bonus action each round, you can also stop the performance
on your turn as a free action. At the end the target creatures turn, they can perform
another CHA saving throw to negate the charm effect. Any damage dealt to the
charmed creature by a creature that isn’t targeted by this effect will enable the
targeted creature to make another CHA saving throw to negate the charm effect.
Any creature that is immune to charm effects or cannot hear the music instantly
passes the saving throw. This effect will not provoke an attack of opportunity.
- Shawm: Pick one target within 120ft of you, this target takes your bardic inspiration
die + CHA mod of piercing damage and must make a CHA saving throw. Of the fail,
they are racked with pain caused by the shrill and piercing sound being produced by
the shawm and are knocked prone. On your turn after this you can use your action
and bonus action to continue playing the shawm, causing additional piercing damage
equal to your CHA mod. On each of the target creatures turns they can make
another CHA saving throw to negate the effect of the song, they can also make
another saving throw if they take any damage other than the damage caused by the
shawm. On a success the effect is negated, and they take half damage. If the
creature targeted is immune to charm effects or cannot hear the music, they
instantly succeed the saving throw. This effect does provoke an attack of
opportunity.
- Viol: The performer begins to play a harsh sounding melody on the viol, each
creature in a 20ft sphere around the performer must make a CHA saving throw
(friend and foe). If they fail, they take a bardic inspiration die + CHA mod worth of
slashing damage and become stunned by the abrasive noises coming from the viol.
On a success they take half damage and are not stunned. Any creature that is
immune to charm effects, piercing damage or cannot hear the music instantly passes
the saving throw. This effect does provoke an attack of opportunity.