Instruments

== Inspiring Music ==
The use of music on and off the battlefield has been used to rally up and inspire courage within those fighting. It is also used to inspire dread and fear in those of the opposing force. 
=== Music During Combat ===
At the beginning of your turn, you can use your bonus action to begin playing a melody. All allied creatures that can hear the music gain its benefits. You continue playing the melody so long as you continue to use your bonus action when it comes to your turn. When you begin playing, roll a instrument ability check. The outcome of the check determines the level of the bonus you provide your party while playing your melody. If you take damage while playing, make a Charisma saving throw with a DC of 10 or equal to the damage taken, whichever is higher, to continue playing and not loose your tempo. Should you stop playing your melody, you must start again at the intro to continue its inspiring effects. 
When you begin playing your melody, you start at the Intro, and progress towards your Outro for every round that passes. Once you complete a round of your Outro and you still wish to play your melody for the rest of the encounter, you remain at the Chorus stage. 
Your party can only benefit from an Intro effect once during an encounter. So you cannot start and restart your melody to refresh how many times they can use the feature. 
Check DC	Bonus
10-15 	1
16-20 	2
21-25 	3
26-30+ 	4
Instrument Type 	Intro 	Chorus 	Outro
String (social tones) 	Your party can use the Dodge action as a bonus action on their turn. They can use this feature a number of times equal to your instrument check bonus. 	Hostile creatures that can hear your music have a penalty to saving throws against being frightened and charmed. 	Your party gains a bonus to charisma saving throws.
Windblown (tranquil tones) 	Your party gains a number of d4 bardic inspiration dice equal to your instrument check bonus. 	Hostile creatures that can hear your music have the damage of their attacks reduced equal to your instrument check bonus.	Your party gains a bonus to wisdom saving throws.
Brass (energetic tones) 	Your party can use the Dash action as a bonus action on their turn. They can use this feature a number of times equal to your instrument check bonus. 	Your party gains a bonus to dexterity ability checks. 	Your party gains a bonus to dexterity saving throws.
Percussion (aggressive tones)	Your party at the beginning of their turn can spend a hit die to regain hit points equal to the hit die roll. They can use this feature a number of times equal to your instrument check bonus.	Your party gains a bonus to saving throws against being frightened and charmed. 	Your party gains a bonus to strength saving throws.