College of Chimes (5e Subclass)
College of Chimes[edit]
Bard Subclass
One of the most underappreciated elements of music that many bards disregard is the air around them. A slight breeze may shift a note out of place, a gust might temper a melody, and gal could very well just blow all their instruments away. The College of Chimes devotes itself to controlling the winds, as best they can, by tuning themselves to the Elemental Plane of Air. With its power, these bards, usually with the help of horns and strings, may learn to specifically vibrate the gas they breathe into the proper music arrangements. At the same time, none have ever been able to completely tame the chaos of air currents, leading to power at the cost of influence, but then part of their curriculum is learning to ride where the wind, and beat, takes the bard.
College of Chimes bard gatherings are most commonly found in the courts of Noble Djinnis, ocean ports with strong winds rafting off the sea, or on the sides of mounts where squalls gets funneled between the peaks. While most College of Chimes bards are air elementals or genasi, the musical tradition is not unknown among any flying society or mountain folk. The practice is far rarer among subaquatic and subterranean peoples.
- Windbreaker
Starting at 3rd level, your harmonization with the Elemental Plane of Air has granted you a few nifty little perks. You learn the gust cantrip and how to speak, read, and write in Auran. Charisma is your spellcasting ability for the cantrip and if you already know the Primordial language, you may learn 1 other language of your choice. You also have advantage on saving throws against magical winds, such as the dust devil or wind wall spells, and roll d4s instead of d6s when calculating fall damage, to a maximum of 16d4.
- Song of Wind
Starting at 3rd level, your bardic magic becomes infused with the enchantments carried on primordial breezes. While a creature has one of your Bardic Inspiration dice, increase their movement speed by 10ft and attacks of opportunity against them have disadvantage. After they roll the die, their movement speed increases by 20ft and they gain the effects of Disengage until the next time they end their turn.
After you use Bardic Inspiration, you gain the effects of Dash or Dodge (choose 1) until the start of your next turn.
- Minor Winds
Starting at 6th level, you can call upon minor air elementals to enhance your defensive magics. Whenever you use your Bardic inspiration, you may invoke 1 of the 4 minor winds to bolster your allies. You may choose not to use this feature. If you do, roll a d4 and you may use the feature specified by the roll in the table below.
d4 | Wind | Feature |
---|---|---|
1 | Apelliotes’ Cure | Choose 1 creature within 60ft of you. They regain missing hit points equal to 2 rolls of your Bardic Inspiration Dice and you end 1 disease or condition on them. The condition can be blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned, or an exhaustion level reduction of 1. |
2 | Kaikias’ Shield | Choose 1 creature within 60ft of you. They gain temporary hit points equal to 2 rolls of your Bardic Inspiration Dice and resistance to one damage type of your choice, both for 1 minute. If you choose bludgeoning, piercing, or slashing damage, the duration of this feature decreases to until the end of your next turn. |
3 | Lips’ Talent | Choose 1 creature within 60ft of you. They gain advantage on their next ability check and next saving throw within 10 minutes. They may add their proficiency bonus to both these rolls if not already proficient in them and may treat any roll lower than your Bardic Inspiration Die’s maximum roll as that number. |
4 | Skiron’s Resolve | Choose 1 creature within 60ft of you. Until the start of your next turn, they cannot be knocked back, knocked prone, grappled, or restrained and they are unaffected by difficult terrain. The target also gains a bonus to their AC equal to a roll of your Bardic Inspiration Die for the same duration. |
- Major Winds
Starting at 14th level, you can call upon major air elementals to enhance your offensive magics. Whenever you use your Bardic inspiration, you may invoke 1 of the 4 major winds to hinder your enemies. You may choose not to use this feature. If you do, roll a d4 and you may use the feature specified by the roll in the table below. The Major Winds saving throws use your spell save DC.
d4 | Wind | Feature |
---|---|---|
1 | Boreas’s Freeze | One creature within 60ft. of you must make a Constitution saving throw. On a failure, reduce the target’s movement speed to 0ft. and they have disadvantage on all saving throws until the start of your next turn. On a success, the target halves their movement speed for the same duration and no other effects. |
2 | Euras’s Gale | One creature within 60ft. of you must make a Dexterity saving throw. On a failure, the target is knocked prone and back 20ft. away from you. On a success, the target is knocked back 10ft. and no other effects. Any space occupied by a creature or object the target’s size or larger ends the knockback without damage. |
3 | Notus’ Rage | One creature within 60ft. of you must make a Charisma saving throw. On a failure, the target takes thunder damage equal to 4 rolls of your Bardic Inspiration Dice and cannot regain hit points until the start of your next turn. On a success, the target only takes half as much damage and no other effects. |
4 | Zephyrus’s Calm | One creature within 60ft. of you must make a Wisdom saving throw. On a failure, the target has disadvantage on all attacks and can’t take reactions until the start of your next turn. On a success, the target only has disadvantage on attacks of opportunity for the same duration. |
- Crosswinds
Starting at 14th level, your mastery of elemental air has allowed you better pick the notes you wish to ring out. When invoking both the Minor and Major Winds when you use Bardic Inspiration, you may roll both d4s at the same time and decide which roll corresponds to the Minor Winds and which roll corresponds to the Major Winds after you see the rolls. If both rolls are the same, you gain the effects of Dash and Dodge until the start of your next turn.
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