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Bard College: Synthesizer in Dungeons & Dragons 5e

Bard College: Synthesizer

The Synthesizer bard college has grown exponentially in members since their entry into official Bard colleges sixty years ago. Also called "Synthers", these bards practice implanting their instruments into their own bodies via gesture recognition modules and speakers connected to the same motherboard, allowing one instrument and its corresponding speaker system to count as a single implant.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Synthesizer
At 3rd level, when you choose this college, your primary instrument of choice is programmed into a Cyberware implant that recognizes the appropriate movements to play the instrument, and any effects or adjustments to the sound of the instrument, through speakers that are implanted in two areas of your choice on your body.
Sensory Disruption
At 3rd level, when you cast spells with your implanted instrument, all creatures of your choice within 60ft. must make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature is overwhelmed by the volume of sound and becomes Dazed for one round.
Industrial Speakers
At 6th level, your speakers become more attuned to your body, sending more vibrations outward and fewer inward. From now on, you may use your implanted instrument to deal 2d8 thunder damage to a single target.
Echo
At 14th level, your instrument has tuned itself to your thought processes entirely. Any spells you cast can affect twice as many targets as normal, or affect an area 1.5 times greater than normal. Additionally, your implanted instrument is upgraded to shift between your choice of three instruments.
subclass options:

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