Homebrew:College of Keys: Difference between revisions

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[[file:discord.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the College of Keys subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the College of Discord subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|bard|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|bard|blockquotestyle=width:100%}}
Bards of the College of Discord yearn to take their performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard’s study encourages inventing variations in their musical repertoire mid-performance. This practice usually bleeds into their outlook on life and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the vibe.
Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms.


== Bonus Proficiencies ==
== Bonus Proficiency ==
When you join the College of Discord at 3rd level, you gain proficiency with medium armor and one additional musical instrument.
When you join the College of Keys at 3rd level, you gain proficiency with thieves’ tools, if you don’t already have it.


== Melodic Mayhem ==
== Key Change ==
Beginning at 3rd level, you gain the ability to use your musical instruments effectively in martial combat. When you wield your musical instrument in one or two hands, and no other weapons, it becomes a weapon that deals 1d6 bludgeoning damage and has the versatile (1d8) property. When used in one hand, it gains the finesse property. Wielded with two hands, your Armor Class increases by 2.
Also at 3rd level, you learn to bend locks and traps with dashing style. If you have Expertise in one of your Charisma skills, you can use that skill instead of making a Dexterity check with your thieves’ tools.


== Battaglia ==
== Timbre Illuminous ==
Also at 3rd level, you're able to anticipate the rhythm of battle and adjust to disrupt the flow of your enemies. As a bonus action on your turn, you can choose to teleport to an unoccupied square adjacent to a creature you can see within 30 feet of you. Any Large or smaller creature within 5 feet of your new location must succeed on a Strength saving throw or be knocked prone. At 6th level, the radius of this effect increases to 10 feet, and to 15 feet at 14th level.
At 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice:


You can use this feature a number of times equal to your Charisma modifier and regain all expended uses after you finish a short or long rest.
* Purpose (lock, trap, surveillance, etc.)
* Intricacy (singular, compound, or complex)
* Nature (magical, mundane, or otherwise),
* Approximate difficulty class (easy, hard, nearly impossible, etc.)
* Elemental energies present (if any)
* Additional imbed magical qualities (if any)


As part of this bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the save DC. You can choose to use this feature after the creature makes its roll but before the DM announces if it succeeds or fails.
== Cypheric Ostinato ==
Starting at 6th level, you learn to control vocal range and resonance of your voice to offset the magic or material mechanisms within security and surveillance spells.


== Encore ==
When you use your action to disarm or dispel a trap, or when you make a saving throw to avoid the full effects of a trap or magical ward, you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.
At 6th level, every success fuels your performance. When you succeed on a Strength, Dexterity, or Constitution saving throw in combat, you gain advantage on the next ability check, saving throw, or attack roll you make before the end of your next turn.


Additionally, your attacks with your musical instruments count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
== Master Keynote ==
At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can expend one use of Bardic Inspiration to temporarily disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the Bardic Inspiration die.


== Pandemonium ==
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 14th level, your music can stir peace into flailing chaos, goading your allies to hasten their attacks while slowing the minds of your enemies. As an action, you can create a field of discordant noise that reverberates out from you in a 15-foot radius for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The dysphonic chaos of your music is audible within 300 feet of you.


For the duration, friendly creatures within the field gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A creature can only benefit from one such effect at a time. While you concentrate on this effect, your speed is 0, and you can only make melee attacks against creatures within 5 feet of you. If you have a fly speed, or are held in place my magical means, you can hover in place.
[[category:homebrew bard subclasses|Keys]]
 
Additionally, when a hostile creature starts its turn within the field, or moves there for the first time, it must make a Wisdom saving throw or be affected for the duration. An affected creature’s speed is halved, it takes a –2 penalty to AC and Dexterity saving throws, and can’t use reactions. On an affected creature’s turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
 
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. If an affected creature exits the field, the effect ends for it at the start of its next turn.
 
When you stop concentrating on this effect, you can’t move or take actions until after your next turn, as a wave of exhaustion sweeps over you. Once you use this feature, you must finish a long rest before you can use it again.
 
[[category:homebrew bard subclasses|Discord]]

Revision as of 05:39, 13 June 2023

(OOC: This is an implementation of the College of Keys subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Bard

Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms.

Bonus Proficiency

When you join the College of Keys at 3rd level, you gain proficiency with thieves’ tools, if you don’t already have it.

Key Change

Also at 3rd level, you learn to bend locks and traps with dashing style. If you have Expertise in one of your Charisma skills, you can use that skill instead of making a Dexterity check with your thieves’ tools.

Timbre Illuminous

At 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice:

  • Purpose (lock, trap, surveillance, etc.)
  • Intricacy (singular, compound, or complex)
  • Nature (magical, mundane, or otherwise),
  • Approximate difficulty class (easy, hard, nearly impossible, etc.)
  • Elemental energies present (if any)
  • Additional imbed magical qualities (if any)

Cypheric Ostinato

Starting at 6th level, you learn to control vocal range and resonance of your voice to offset the magic or material mechanisms within security and surveillance spells.

When you use your action to disarm or dispel a trap, or when you make a saving throw to avoid the full effects of a trap or magical ward, you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.

Master Keynote

At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can expend one use of Bardic Inspiration to temporarily disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the Bardic Inspiration die.

Once you use this feature, you can’t use it again until you finish a short or long rest.