College of Rhythm

Bards of the College of Rhythm actively study music and its effects on those who hear it. While this is certainly true of most bards, the College of Rhythm takes this to another level, unlocking the life-energizing properties of all music. These bards gather anywhere you would expect to hear music, from concert halls to drinking halls, and travel the world to bring the life-giving properties of their music to all who can hear it- and even to those who can’t.

Musical Aura

When you select this College at 3rd level, you gain two musical auras that you can invoke. Only one aura can be active at a time. Creatures can gain the benefit of your aura even if they can’t hear you, but a silence spell or similar effect will negate the benefits.

High-Tempo. As a bonus action, you can expend one use of Bardic Inspiration to create a 30-ft. radius aura around you for 1 minute, filled with a high-tempo rhythm. You and friendly creatures of your choice within this aura gain a bonus of 10 ft to their speed while inside of this aura.

Smooth Rhythm. As a bonus action, you can expend one use of Bardic Inspiration to create a 30-ft. radius aura around you for 1 minute, filled with a relaxing rhythm. You and friendly creatures of your choice within this aura gain an additional amount of hit points equal to your Bardic Inspiration die whenever they regain hit points.

Amp It Up

Starting at 6th level, while your auras are active, you can spend an action to increase their effects for one turn.

High-Tempo. When you use your action in this way, creatures affected by your aura have their base speed doubled until the end of your next turn, instead of the normal bonus. Additionally, each creature affected by your aura does not provoke opportunity attacks with their movement until the end of your next turn.

Smooth Rhythm. When you use your action in this way, creatures affected by your aura recover hit points equal to your Bardic Inspiration die.

When you use Amp It Up in either of these ways, you can’t use it again until you finish a short or long rest.

Off The Wall

Also at 6th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. You can also use the Disengage action as a bonus action on your turn.

Reverse Amp

At 10th level, you gain the ability to inverse the effects of your aura as an action. When you do so, you and your allies lose the benefits of your aura until the end of your next turn, at which point the aura returns to normal.

High-Tempo. When you use your action in this way, creatures of your choice within your aura must succeed on a Wisdom saving throw against your Bard spell save DC or they are affected by the slow spell until the end of your next turn. If they succeed on the saving throw, their speed is still halved, but the other effects of the spell fail.

Smooth Rhythm. When you use your action in this way, creatures of your choice within your aura must succeed on a Constitution saving throw against your Bard spell save DC or take an amount of thunder damage equal to double your Bardic Inspiration die, or half as much damage on a successful saving throw.

When you use Reverse Amp in either of these ways, you can’t use this feature again until you finish a long rest.

Break It Down

Starting at 14th level, you gain the ability to create a burst of life energy to protect your allies from harm. As an action, you and friendly creatures of your choice within 60 ft of you gain a number of temporary hit points equal to five times your Bardic Inspiration die. These temporary hit points last until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.