In the mystical realm of Alavir, Melody Bards are celebrated figures, revered for their unique blend of musical mastery and arcane prowess. They are the inheritors of an ancient tradition known as the Maestros, who discovered the art of channeling primal magical forces through music. The Melody Bard is a specialized path within this venerable order, focusing on the intricate relationship between melody and magic.
The Melody Bards trace their roots to legendary bards of antiquity who composed timeless harmonies that could influence the very fabric of reality. Over the centuries, this knowledge was refined and passed down, culminating in the Melody Bard's current understanding of the arcane power interwoven with music. Their performances are not just artistic expressions but powerful spells that can heal, inspire, and even disrupt the flow of enemy magic.
Melody Bards form deep connections not just with their music but also with the diverse cultures and histories they study. This broad understanding allows them to resonate with people from various walks of life, fostering trust and cooperation. Their music serves as a universal language, bridging gaps between races, civilizations, and even dimensions.
In Alavir, Melody Bards are catalysts for societal change. They perform at significant events—be it grand feasts, diplomatic meetings, or revolutionary rallies—using their music to forge alliances and inspire unity. However, their path is fraught with challenges, as their powerful melodies can attract the attention of both allies and adversaries, including rival bards, envious sorcerers, and otherworldly entities.
At 1st level, when you make a performance check, you can grant an ally inspiration. Until the start of your next turn, they can reroll a roll of their choice or add 1d4 to a roll of their choice. This stacks with your bardic inspiration and regular inspiration.
In addition, you can grant all allies within 60 feet of you temporary hit points equal to 1d4 + your Bard level and 10 movement speed until the start of your next turn.
When you cast a spell, you can make a Performance skill check (once per round).
The feature’s temporary HP increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), 14th level (4d4), and 18th level (5d4).
At 3rd level, your healing spells & features heal for an additional 10% of missing life rounded up.
In addition, once every 3 rounds, you heal 3 allies within 60 feet of you that you can see for an amount equal to your proficiency modifier d8 + SM equal to the number rolled.
At 7th level, when you heal an ally an enemy, you can heal a second creature within 60 feet of you for the same amount.
In addition, when you make a performance check, all enemies within 60 feet of you reduce their attack rolls by 1d4 until the start of your next turn for each successful performance check.
At 11th level, when you make a successful performance skill check, you can increase your allies attack rolls and spell save DC's by 1. On a failed save, you decrease them by 1 until the start of your next turn.
At 15th level, whenever a creature fails a saving throw against one of your spells, you can reduce their saving throws and armor class by 3 stacking until the start of your next turn.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Harpseeker's Bow: (Arcane Focus) Ranged Weapon. Deals 1d6 + DEX or CHA Piercing damage and has a range of 60 feet. Creates it's own arrows. When you hit a creature with all allies within 5 ft of it, gain 1d4 on their next roll. This counts as an instrument spellcasting focus granting Bards +2 Charisma.
Robes
Ring of the Muse: (Accessory) Gain a bonus to your Harmonic Inspiration equal to your proficiency modifier.