College of the Band (5e Subclass)
College of the Band
Bards of the College of the Band learn to work in unity with several other performers to deliver an experience greater than that which any one member can produce.
Band Members
When you join this college at 3rd level, you select whether you play in a band of Beasts, Men, or Spirits. This choice is permanent, and may not be changed once selected. This choice determines which bonuses you receive from the following features.
Beasts:
You play to the tune of nature's call. From the sweet songs of the birds to the shrill howl of the wolf, the wilds are an orchestra waiting your conductance.
Men:
You join forces with other instrument players. Each person brings a new layer to the music that is unachievable otherwise.
Spirits:
Whether they are your ancestors or old friends, the ghosts of the dead follow you to enhance you music with either ghostly choirs or spectral projections of the instruments they played in life.
Bonus Proficiencies
Also at 3rd level, you gain proficiency in one of the following skills based on your band members.
Beasts:
Nature
Men:
Investigation
Spirits:
Religion
Service of the Band
Lastly at 3rd level, you can utilize the members of your band for extra effects while performing.
Beasts:
You gain knowledge of the find familiar spell and can cast it using a 1st level spell slot. This does not count against the number of spells you can know.
Men:
Creatures you give a bardic inspiration die to have a +1 on all rolls they could expend the die on for each bard in your party. This effect lasts until after the creature expends the die or the die wears off.
Spirits:
You can use members of your spectral band to deliver touch spells as if you had cast them. Choose one of your band members. This spirit can move up to 30 feet per turn and must stay within 30 feet of you. Your spirit can be dissipated if it takes too much damage. Your spirit has AC = 10 + your Charisma modifier, HP 10, immunity to slashing, piercing, and bludgeoning damage from non-magical sources, and resistance to slashing, piercing, bludgeoning, and necrotic damage. If dissipated, you can resummon your spirit by performing an hour long ritual. You can also, as an action, peer through the senses of your spirit as if it were a familiar.
All as One
At 6th level, your name is inseparable from the band that you are a part of. You gain one of the following:
Beasts:
You are constantly under the effect of the speak with animals spell and beasts don't consider you a threat unless you attack them.
Men:
You can expend a bardic inspiration die as a bonus action to give a dying creature one successful death saving throw. You can only use this feature once per set of saving throws for each creature. (If a creature is dying, then gains HP, then goes down again, you can use this feature again)
Spirits:
You gain knowledge of the spirit guardians spell and can cast it using a 3rd level spell slot.
Miracle of Sound
At 14th level, your music is enough to perform miracles. You gain one of the following features. To use one of these features, you must spend all remaining bardic inspiration dice you have. If you had already spent any bardic inspiration dice prior to using this feature, you gain a number of exhaustion levels equal to that number.
Beasts:
The wilds hear you in your time of need wherever you are. You can spend an action to summon beasts to your aid. Choose any number of beasts whose challenge ratings total up to no more than half of your bard level. You summon those beasts to your aid. They can act starting on your next turn at your spoken commands. The beasts obey your commands for a maximum of 5 minutes, then unsummon themselves.
Men:
You perform a miracle normally reserved for Saints. You cast either the regeneration spell or the resurrection spell.
Spirits:
You shield up to one target creature from harm. As an action, up to one target creature that can see and hear you within 60 feet gains 200 temporary HP and comes under the effect of a blade ward spell. After 5 minutes, these effects wear off.
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