College of the Colossal Chord (5e Subclass)

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College of the Colossal Chords[edit]

Recent scientific dissertations have hinted at the true composition of the multiverse. Named, as Colossal Chords these strings compose all that is known in the multiverse, vibrating at a specific frequency to shape creation. Bards that learn of these chords can tune into the frequencies of the very fabric of space and time and shape reality at will. Known as Strummers, their arcane powers are transformed into songs of creation, speaking the very language of the multiverse.


The chords vibrate to create, and you understand how to strum the chords to alter reality, thus superseding magic itself which is an effect of the multiverse not the cause. This in known as Strumming. The effect you create when you strum the chords behaves like a spell, but it recreates reality instead of warping it. Nevertheless, using the same vibration more than once causes significant changes in reality, this is known as a Strum Paradox. Using the same 1st level spell or higher more than once in a row, causes a Strum Paradox where reality transforms from its original vibration. Roll once on the Wild Magic Surge table on page 104 of the Player's Handbook. If you invoke a Strum Paradox more than twice, roll on the Wild Magic Surge table and double the duration of the effect either on the targeted creature, or in the targeted area. After using it three times, you take 1d10 psychic damage per level of the spell, and every time afterwards you add and additional d10 (so after the 5th Strum Paradox you receive 3d10 psychic damage). You can expend one use of your Bardic Inspiration to remove one level of Strum Paradox (thus if you have strummed three times in a row and use your Bardic Inspiration this way, you only roll on the table as if you had strummed twice in a row).

Bonus Proficiencies

At 3rd level, you gain proficiency in History, Investigation and Nature, if you are proficient in any of these you double your proficiency.

Whispers of the Multiverse

Additionally at 3rd level, your magic begins its transformation from arcane powers to the very language of creation, thus your spells are more resistant to being dispelled or countered. You always get a Performance check as a reaction when your spells are subject to a counterspell or dispel magic with a DC equal to 10 + the opposite caster's spell level. If you are successful, your spell remains active or cannot be countered because it has ceased to be magic. Nevertheless, any spell cast at you that impairs you ability to use your spell's verbal component immediately makes your casting fail (such as a silence spell) without a save. At 6th level, if your spells are subject to a counterspell or dispel magic it causes a Strum Paradox on either you or the source of the counterspell or dispel magic (your choice). Additionally, you can expend one use of your Bardic Inspiration to deal 2d6 thunder damage to a target. You can do so only once per round on your turn. The thunder damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. This causes a Strum Paradox on the target, thus you roll on the Wild Magic table and apply to the target.

Secrets of the Multiverse

At 6th level, your knowledge of strumming gives you knowledge of other ways of manipulating reality. You can now learn spells from any class list but only up to your maximum spell level, any you choose become bard spells for you, benefit from all your class features, and count against the number of spell you can learn. Nevertheless, if any of the spells do not have a verbal component, they now do and cannot be cast without it. In addition, when rolling on the Wild Magic Surge table, you may now reroll once and pick which of the effects will happen.

Language of the Multiverse

At 14th level, due to your extensive experience in strumming, you now can change your reality without the need of magic. You cast all spells as normal, but they are not considered magic. Any effects or spells that target magic no longer work against your casting. Your spells now only require verbal components, if you are unable to sound out the verbal components of your spells, you cannot cast them. Alternatively, you can expend a spell slot of the highest level you can cast to vibrate the multiverse around you, all creatures and objects 30 feet of you take a number of d8 equal to your level of any type of damage you choose. Unattended objects do not save, but creatures must make a Charisma save equal to your spell DC to take only half damage. Using this feature more than once creates a Strum Paradox also, so its uses are limited.

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