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College of Blues

Bards of the College of Blues are artist inventors, and explorers of the new ways to create harmony
from the chaos of sounds. The bard folklore say that Blue was born in Eberron, from the city of
Sharn. born from the fusion of cultures mixing traditional goblinoid rhythms, dwarf's profound
songs' lyrics, half-elf instruments ingenuity and human curiosity to explore new ways. It would be
regarded in Sharn as a uniquely cosmopolitan trait.

In other cities, some see the Blues as an insidious form of cultural corruption and it is no surprise for
Blues bards to get banned by reactionaries in the Church and driven underground, where blues
musicians often found the liberty that they seek.

The bards of this college draw from the power contained in the sound itself, exploring their multiple
combinations of this new style. Others, rely more on the profound emotions and sentiments
expressed by their rhythm and lyrics. One way or another, blues bards explore the exponential
magical combinations given by the musical fusion of the panel of the multiple cultures in the d&d
universe.

Modern luthier.
3rd level College of Blues
When you join the College of Blues at 3rd level, you gain proficiency with brass instruments and in
the Instrument's Crafting tools.

Blues personal signature.


3rd level College of Blues
At 3rd level, you learn to craft a personal instrument that is your mark of fabric, and with it you
develop a signature sound and genre to your music, and similarly in your magic. While you are
playing your Signature Instrument, you gain the following benefits:
 Blues rhythm. Once during each of your turns, when you deal damage with a somatic spell,
you can deal extra damage equal to your proficiency bonus.
 Cultural pot: Blues is born from the mix of different cultures. You can communicate easy
words and phrases, mostly feelings, by music to creatures from other races, even if they
don’t speak your language or don’t know any languages. For instance, you can learn a
creature attraction or aggressivity towards you.
 New generation. Blues is a genre characterized by its novelty and not easily understood by
everyone, especially older creatures. Starting at 3 rd level, you add +1 to your Spell DC, and +2
at level 18 if a creature is considered an elderly in regards to their race life stage (to the DM
discretion).

At 3rd level, you also choose your Genre of Blues or determine randomly, using the Blues’ genres
table. Your blues genre gives you access from an expanded list of spells. The Blues Genre Expanded
Spells table shows the spells that are added to you list of known spells, all related to your genre’s
playstyle:
 Soul. Developed in the urban areas and most inhabited cities, Soul music is often played in
group, and aims to transport by music the energy of one’s feelings. It is the subgenre with
more of the elvish characteristics, and bards of this genre have learned to use their music to
target a social situation into their favour.
 Boogie-Woogie. With more goblin’s musical roots, it is characterized by a fast tempo, an
energetic rhythm and rapid chord changes. At the beginning not danceable due to his fast
tempo, it has found a large popularity among the most praised taverns and nobles dance
halls of the capitals and big cities, where both the young promising folks and rich nobles face
themselves in a dance-battle.
 Folk. Developed in the most rural villages and towns. They are conservative in their choice of
instruments and their music evoke the sounds and image of a calm, slow yet powerful music
reminding of the dwarf’s songs. A sound and style born from the crowds of farmers, stories
of beggars and drunkenness in modest taverns. It is true folk music, played by and for the
people.
 Gospel. The influence between religion and music has always been mutual. In blues, its most
developed form is the gospel, also named holy blues, which combines prayers with blues
instrumentation. All gospel bards believe that blues and religion are only two sides of the
same coin.

Blues Genre Expanded Spells


Spell Level Soul Boogie-woogie Folk Gospel
1st Comprehend Tasha’s hideous Sleep Bless
languages laugher
2nd Suggestion Crown of madness Calm emotions Healing spirit
3rd Fast friends Haste Slow Spirit guardians
4th Dominate beast Compulsion Confusion Banishment
5th Dominate person Danse macabre Animate objects Dawn

Blue devils
6th level College of Blues
Some say the term Blues may have come from “blues devils”, meaning melancholy and sadness. The
sorrowful and harsh tales you weave in your songs reach the heart of any who hear them, and
you’ve learned to direct that energy against your foes, even while your focus is elsewhere.

When you reach 6th level in this class, once per turn (at the start or end of your turn, you choose)
whenever you are concentrating on a spell, you may choose any creature within 30 feet of you that
can hear you as a bonus action and force it to make a wisdom saving throw, taking damage equal to
the level of the spell you are concentrating on + your Charisma modifier + your Bard level on a failed
save or half of it in a passed save.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once).
You regain all expended uses when you finish a long rest.

Jazz improvisation
14th level College of Blues
You become one with your instrument. You can spontaneously adapt your melody on the spot,
creating a harmonic melody based from what you’ve heard in the past or from the chaos of sounds
offered by a social or combat situation (punches, roars, explosions, thunder, etc.).
 As a reaction after seeing a spell casted, you can cast the same spell without providing the
material components.
 As an action, you can cast one spell of your choice that you already have seen casted before.
The spell must be of a level for which you have spell slots and you don’t have to provide the
material components.
You can’t use this feature until you finish a long rest.

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