College of the Maestro

The College of the Maestro is a bardic subclass for those who conduct the music of the world around them through magic. The subclass was created by Matthew Mercer and was published on Dungeon Master's Guild.

Battle Muse
At 3rd level, a Maestro gains an additional use of Bardic Inspiration. They gain another additional use at 6th level, and again at 14th level.

Symphony of Conflict
Also at level 3, the Maestro learns two Conducting Techniques, which require a free hand, a baton, or wand in order to use. The targets of a Conducting Technique must be able to hear the Maestro, who likewise must be able to see the target.

The Maestro learns one additional Conducting Technique at level 6 and again at level 14. Whenever they learn a new Technique, they can also replace one that they already know with a different one.

Frenetic Crescendo
At 6th level, a Maestro can harness the beat of battle and use their action to expend as many uses of Bardic Inspiration as they like and grant a Bardic Insipration die to an equal number of creatures within 60 feet that they can see, other than themself. Once this action is used, the Maestro must finish a long rest before they can do so again.

Virtuoso of Captivation
At 14th level a Maestro can use an action to conduct a mystical symphony, distracting nearby creatures. For up to 10 minutes, using their action on each turn, creatures of the Maestro's choice, who are within 60 feet and can hear them, have disadvantage on saving throws against being charmed and magically put to sleep, as well as disadvantage on sight and sound based Perception checks to detect targets other than the Maestro. Once this feature is used, the Maestro must finish a short or long rest before they can use it again.

Conducting Techniques

 * Aria of Suspence (Ansia): As an action, the bard can expend and roll a Bardic Inspiration die. For 10 minutes, chosen creatures within 60 feet can't be surprised and gain a bonus to saving throws against traps and environmental hazards that is equal to the Inspiration die roll.
 * Crash (Marcato): When another creature within 60 feet hits the bard with an attack, the bard can use their reaction to expend and roll a Bardic Inspiration die. The attacked creature must make a Strength save or take thunder damage equal to half the roll and be knocked prone.
 * Dirge of Dread (Finale): When an ally of the bard within 60 feet of them reduces an enemy to 0 hit points, the bard can use their reaction to expend and roll a Bardic Inspiration die. A number of creatures within 15 feet equal to half the number rolled must make a Wisdom save or be frightened of the ally until the end of the ally's next turn. Once the save is successful or the effect ends, the creatures become immune to Dirge of Dread for 24 hours.
 * Dissonance (Discordia): When a creature within 60 feet makes a saving throw, the bard can use their reaction to expend and roll a Bardic Inspiration die, reducing their saving throw by half the number rolled.
 * Guiding Tone (Fermata): As a bonus action, the bard expends and rolls a Bardic Inspiration die, targeting another creature within 60 feet. The creature must make a Wisdom save or take psychic damage equal to half the roll and is pushed 10 feet in a direction of the bard's choice. The target can choose to fail the save if they wish.
 * Hasten Tempo (Accelerando): As a bonus action, the bard expends and rolls a Bardic Inspiration die, targeting another creature within 60 feet. The creature adds the roll to their initiative and moves up in initiative accordingly. If this moves the creature higher in initiative than the bard, the creature takes its turn immediately after the bard this round. A creature can be affected by Hasten Tempo only once per short or long rest.
 * Hymn of Harmony (Armonia): When a creature that has a Bardic Inspiration die from the bard regains hit points, they can choose to roll the die and regain an additional number of hit points equal to the roll.
 * Majestic Anthem (Maestoso): As an action, the bard expends and rolls a Bardic Inspiration die, granting temporary hit points equal to the roll plus their Charisma modifier to all creatures of their choice within 60 feet. The temporary hit points last until the end of the bard's next turn.
 * Resonance (Risonanza): As a bonus action, the bard expends and rolls a Bardic Inspiration die, targeting another creature within 60 feet. Until the end of the bard's next turn, all attacks with a weapon made by that creature deal extra thunder damage equal to half the roll.
 * Sprint (Presto): A creature that has a Bardic Inspiration die from the bard can expend it and increase their speed on that turn. A 1-4 increases their speed by 10 feet, a 5-8 increases it by 15 feet, and a 9-12 increases it by 20 feet.