d&dHomebrews: Bard Subclass – College of Harmony

College of Harmony

“Magic is to serve man and never to rule over him.”

Bards of the College of Harmony take the phrase, “Know Thyself,” to heart. They know the power of an education and endeavor to ensure everyone has access to it. They are head librarians, headmasters, or tenured professors in universities inspiring confidence and discipline in others while maintaining it within themselves.

Charity, educator, and self-reflection in equal measure, Bards of Harmony normally live in monasteries or temples, living a structured, communal lifestyle while also assisting their neighbors and communities. A favorite of many is to entertain in the children’s ward of hospitals or assisting the elderly.

If a Bard of Harmony feels compelled to leave their community, it is either because they’ve been invited to teach, their charitable nature is needed elsewhere, or a threat needs to be dealt with. But the last thing you will ever do is take a Bard of Harmony’s kindness for weakness.

Rhythmic Fighting

When you join the College of Harmony at 3rd level, because of the time spent in monasteries, you have gained mastery of unarmed strikes. You gain the following benefits:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. If you are wearing armor, the die drops by one because of the additional weight. For example, if you are rolling a d4 for damage, and you are wearing armor, you roll a d3 instead. The die changes as you gain bard levels, as shown in the Without Armor and With Armor columns of the table below. 
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

 

Level

Without Armor

With Armor

3rd

1d4

1d3

4th 

1d4

1d3

5th

1d4

1d3

6th

1d4

1d3

7th

1d6

1d4

8th

1d6

1d4

9th

1d6

1d4

10th

1d6

1d4

11th

1d6

1d4

12th

1d6

1d4

13th

1d8

1d6

14th

1d8

1d6

15th

1d8

1d6

16th

1d8

1d6

17th

1d8

1d6

18th 1d8

1d6

19th

1d10

1d8

20th 1d10

1d8

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Internalization

Also at 6th level, as a bonus action, you can internalize your magic to empower your unarmed strikes for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You cannot cast spells while your magic is internalized. Internalization lasts until you choose to externalize your magic, also a bonus action. 

In addition, while your magic is internalized, you receive physical enhancements:

  • Your movement speed increases by 10 at 6th level, 15 at 10th level, and 20 at 14th level.
  • Your roll Dexterity saves at advantage.
  • Your roll Constitution saves at advantage.
  • At 20th level, you suffer none of the frailty of old age, you can’t be aged magically, and you last twice as long without food and water.

Outside of combat, you can internalize or externalize your magic at will.

Empowered Inspiration

Starting at 14th level, you can grant someone you touch plus your proficiency bonus to one ability check, attack roll, damage roll, or saving throw, but it must be used within the next 5 minutes. You can use this ability as many times as equal to your Wisdom modifier during a 24-hour timespan. It recharges if the ability is not used again after 24 hours.