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Thread: Bardic Music - Invocations-like songs

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    Halfling in the Playground
     
    MonkGuy

    Join Date
    Jul 2016

    Default Re: Bardic Music - Invocations-like songs

    Great work. I love this. And because I love finding good ideas and incorporating them into my campaign, I would like to use this, but with the following changes.

    Spoiler: Bardic Music (AngryJesusMan version)
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    CLASS FEATURES MODIFICATION
    Your Song of Rest, Countercharm, and Magical Secrets features are replaced with Bardic Music, described below. Note that Lore bards keep their Additional Magical Secrets feature unaltered. Song of Rest and Countercharm become Bardic song options.

    CLASS FEATURE: BARDIC MUSIC
    During your journeys, you have acquired repertoire of songs, some of which hold the power over mortal minds and hearts, move the clouds out of the sky or even awake the dead.

    At 2nd level, you gain two Bardic songs of your choice. Your song options are detailed below. You gain additional songs of your choice at 6th, 10th, 14th and 18th bard level. Additionally, when you gain a level in this class, you can choose one of the songs you know and replace it with another song that you could learn at that level.

    In order to begin performing a song you must make a successful Charisma (Performance) check against DC 10 and use a musical instrument. Songs take effect on affected creatures within 30 feet of you that can hear you. The range of your song is increased to 45 feet at 6th level, 60 feet at 10th level, 75 feet at 14th level, and 90 feet at 18th level. If the DM determines that there is sufficient noise to interfere with your song, or if you are deafened, you have disadvantage on the Charisma (Performance) check.

    You may only perform one song at a time, though multiple bards may each use a different song simultaneously. Multiple uses of the same song targeting the same creature have no extra effect.

    Performance
    Song descriptions have a Performance line that indicates when the song takes effect.
    Ongoing. As an action, you start a performance that lasts until the end of your next turn. The song takes immediate effect, which remains in effect until the performance ends. The Performance ends when you are incapacitated or silenced, or when you voluntarily end it (no action required).
    Complete. Your song takes effect after given amount of time. Once you begin performing, your performance must continue uninterrupted until the allotted time is completed, spending your action on each of your turns dedicated to the sole task of performing the song.

    Some songs require concentration on performance, identically as spells. If you are concentrating on a song, you may not also concentrate on a spell, and vice versa. All of the normal rules for concentrating on a spell apply to any song that requires concentration. Song effects generally don’t stretch to you, unless the description explicitly states otherwise.

    Songs that mimic spells cast the spells at their lowest level unless the song specifies otherwise. The song fulfills the verbal and somatic components for a spell. You must still fulfill any other component requirements as normal.

    BARDIC SONGS LIST

    Call to Arms (2nd level)
    Performance: Complete, 1 action

    Any number of your allies who are surprised at the beginning of the combat, aren't incapacitated, and who rolled initiative lower than you can act normally on their first turn.

    At 10th level, you may allow allies the ability to roll Initiative a second time. These allies use the better of the two Initiative scores. When the effects of this song no longer apply to a character, their Initiative score returns to its original position in the Initiative roster.

    Countercharm (6th level)
    Performance: Ongoing

    *As described in PHB, p.54*

    Discordant Tut (10thlevel)
    Performance: Complete, 1 bonus action

    Enemies cannot take reactions until their next turn. Additionally, all hostile creatures that are concentrating on spells or similar effects must make a successful Concentration check (DC equal your spell save DC) at the beginning of their turn to avoid breaking concentration.

    Elegy for the Fallen (2nd level)
    Performance: Varies (see below)

    If you use this song with a Performance time of “Complete, 1 Action”, you may cast Spare the Dying.

    If you use this song with a Performance time of “Complete, 10 minutes”, you may cast Gentle Repose without expending a spell slot.

    At 6th level, you can use this song with a Performance time of “Complete, 1 Action” to cast Revivify without expending a spell slot.

    At 10th level, you can use this song with a Performance time of “Complete, 1 Hour” to cast Raise Dead without expending a spell slot. You must complete a short rest before you can use the song in this way again.

    At 14th level, you can use this song with a Performance time of “Complete, 1 Hour” to cast Resurrection without expending a spell slot. You must complete a long rest before you can use the song in this way again.

    Ghastly Nocturne (6th level)
    Performance: Complete, 10 minutes

    You cast Animate Dead without expending a spell slot. At 10th level, you may cast Animate Dead as a 5th level spell without expending a spell slot. At 14th level, you may instead cast Create Undead without expending a spell slot. At 18th level, you may cast Create Undead as an 8th level spell without expending a spell slot. You can’t use this song again until you finish a long rest.

    Marching Song (2nd level)
    Performance: Ongoing, 1 hour

    You and your allies gain advantage on saving throws against exhaustion. This song is travelling activity, as foraging or navigating (see PHB, p.182-183).

    Song of Exclusion (14th level)
    Performance: Complete, 1 hour

    You cast Forbiddance without expending a spell slot. You can’t do so again until you finish a long rest.

    Song of Magical Echoes (6th level)
    Performance: Ongoing, requires concentration

    When someone loses concentration on a spell, you can concentrate on that spell yourself and seize control over it. Make a Charisma check against a DC equal to 10 + that spell’s level. The spell must be of a level that you can cast. You have advantage on the check if the spell appears on the Bard spell list, and you succeed automatically if it is a spell that you know. On a successful roll, the spell is seized by you and considered cast by you. When it is seized, you may choose to have the spell continue to affect the original target(s) or area, or you may choose a new target(s) or area. You can keep concentration on that spell up to the time given by the spell’s description, minus the amount of time that has already elapsed. Note that because starting the performance of this song requires the use of your action, you need to use a Ready action when you expect an opportunity to use this song may arise.

    Song of Rest (2nd level)
    Performance: Complete, 10 minutes

    *As described in PHB, p.54*

    Song of Self-Confidence (2nd level)
    Performance: Ongoing

    Creatures of your choice cannot suffer disadvantage to their rolls.

    Song of Stars (10th level)
    Performance: Complete, 10 minutes

    You cast Contact Other Plane without expending a spell slot. You can’t do so again until you finish a long rest.

    Song of Steel (18th level)
    Performance: Ongoing, requires concentration

    Allies hearing you can make an additional attack when taking an Attack action. When your performance ends, you can’t start it again until you finish a long rest.

    Song of the Heart (2nd level)
    Performance: Ongoing, requires concentration

    At 2nd level, any creature able to understand at least one language can understand you. This is one-way communication, only able to allow those creatures to understand you as if under the effects of the Comprehend Languages spell.

    At 6th level, this song allows two-way communication between yourself and others under the effects of the spell. This effect mimics the Tongues spell, but only while the song continues.

    Song of the Planes (14th level)
    Performance: Complete, 10 minutes
    You cast Planar Ally without expending a spell slot, with the additional option of summoning a creature of fey type. You can’t do so again until you finish a long rest.

    Song of the Sky (18th level)
    Performance: Complete, 1 hour
    You cast Control Weather without expending a spell slot. You can’t do so again until you finish a long rest.

    Song of the Wild (6th level)
    Performance: Complete, 10 minutes, requires concentration

    Your song lures beasts to you. Choose one of the following options for what appears: one beast of challenge rating 2 or lower, two beasts of challenge rating 1 or lower, four beasts of challenge rating ˝ or lower, or eight beasts of challenge rating 1/4 or lower. At 10th level, you may summon twice as many creatures. At 14th level, you may summon three times as many. You can also draw certain beasts that you can see, within the limits given above. They are indifferent to you and your allies and will follow you until you or one of your allies take hostile action against them, until you lose concentration, or until you start a short or long rest. At that moment, beasts can act in their normal manner. This song requires concentration, even after the actual performance ends. You can’t use this song again until you finish a long rest.

    Stalwart Song (2nd level)
    Performance: Ongoing, requires concentration, may only last for one minute in combat or one hour during travel

    You may spend Bardic Inspiration dice in order to temporarily exhaustion for other creatures. For each level of exhaustion you wish to cancel, you must spend one of your Bardic Inspiration dice (no matter how many creatures you affect). This song affects extra creatures as your level increases: one creature at 2nd level, two creatures at 6th level, three creatures at 10th level, four creatures at 14th level, and five creatures at 18th level. Creatures can’t benefit from this song more often than once between long rests.


    A lot of the changes are minor grammatical things and clarifications for some of the minor mechanical things that I felt that needed some adjustments. Then again, a lot of them address some of the balance issues I feel like the songs had. For example, I added some scaling benefits to several of the songs. I feel like since you'll only ever gain six songs, and many of them require multiple actions to perform, concentration, etc, several needed to be made relevant at higher levels. I also didn't personally like the the Soul Melody, though whatever works for you is awesome! :-) I just wanted to run the ideas I had past you so that you, and anyone else looking at this thread, could critique me and point out obvious flaws that I may have otherwise overlooked.
    Last edited by AngryJesusMan; 2016-08-09 at 12:52 PM.