College of the Piper (Bard Subclass)

“
 One day a thin stranger in a bright, pointed hat strolled into town. He told me he could get rid of the rats plaguing the area in just a few hours. I laughed and said he would earn his weight in gold if he did. Ha, he sure showed me.

”
—  ex-mayor Sirington of Somewheretown

## College of the Piper Overview

The Pied Piper's charm and enchanting tunes echo through the bardic souls of those who embrace the College of the Piper. With their mesmerizing melodies and ethereal performances, they sway the hearts of both creatures and elements alike, orchestrating their way through adventures with a harmonious symphony of sound.

## 3rd Level: Bonus Proficiencies

Starting at 3rd level, when you adopt this College, you gain Proficiency with the Flute and Bagpipes. If you already have Proficiency with either of these Instruments, you gain Proficiency with another Musical Instrument of your choice.

## 3rd Level: Captivating Melody

Starting at 3rd level, you learn how to weave magic into your music, allowing you to enhance your performances with enchanting melodies. As an Action, you can play a captivating tune using a Musical Instrument you are Proficient with. Choose a number of creatures within 30 feet of you that can hear your music, up to your Charisma modifier (minimum of one). Each affected creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature becomes charmed by you for 1 minute or until it takes any damage. If a creature succeeds on the saving throw or after it has been affected once during this encounter, it is immune to your Captivating Melody for one minute. **Charmed creatures are considered Incapacitated, standing enthralled, listening to your music.**

Additionally, you can also target swarms of rats or other Small-Sized creatures with your Captivating Melody. If you choose to do so, the targeted swarm of creatures must make the Wisdom Saving Throw individually, and if one creature in the swarm fails, the entire swarm is affected by the charm. Whenever you charm a swarm of creatures with your Captivating Melody, you can choose to temporarily command the swarm's actions. While Charmed by you, the swarm will follow your vocal commands, provided they are not harmful or suicidal to the creatures in the swarm. Once the charm effect ends, the swarm reverts to its natural behavior.

## 6th Level: Ratcaller's Verse

Starting at 6th level, your music gains a deeper connection to the story of the Pied Piper, allowing you to beckon and control swarms of rats or other Small-Sized creatures with your enchanting melodies. As an Action, you can play your Instrument to call forth a swarm of rats from seemingly nowhere. It is automatically considered Charmed and is telepathically linked to you. This particular swarm remains with you until you fall Unconscious in battle or until three days have passed.

You can use Ratcaller’s Verse twice and you must complete a long rest before using it again.

## 10th Level: Piper's Ensemble

Starting at 10th level, you've honed your skills as a Piper to an extraordinary degree. As an Action, you can summon a spectral ensemble of musicians to aid you in your performances. The spectral musicians appear in unoccupied spaces of your choice within 60ft of you and play Instruments that mirror the one you are using. The ensemble remains for up to One Hour, or until you dismiss them using a Bonus Action. While the ensemble is active, you gain the following benefits:

* You can use your Captivating Melody as a part of the Action required to cast a Spell.

* All creatures within 30ft of you have Disadvantage on Saving Throws against your Bard Spells and Magical Effects, as the haunting music hinders their concentration and resolve.

In addition to these effects, any swarm of creatures within 60ft of you becomes docile and non-threatening while the Piper's Ensemble is active, as if it were under the effects of your Captivating Melody. This does not charm the swarm but causes it to disperse and avoids combat, allowing you to bypass potential confrontations with non-hostile swarms. Once you use this feature, you can't use it again until you finish a long rest.

## 14th Level: Pied Piper's Rhapsody

Starting at 14th level, your music becomes an awe-inspiring masterpiece capable of bending reality to your will. As an Action, you can perform the Pied Piper's Rhapsody, a powerful composition of sound that affects all creatures within 60ft of you. Each creature in that area must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, a creature is Charmed by you for One Minute. A Charmed creature regards you as a friendly acquaintance, and you can telepathically communicate with it while it is charmed in this way.

In addition, while the Pied Piper's Rhapsody is active, you can use an Action on each of your turns to activate one of the following effects:

* **Charm**
Target one creature you can see within 60ft of you. The target must succeed on a Wisdom Saving Throw or be Charmed by you for One Minute.

* **Frighten**
Target one creature you can see within 60ft of you. The target must succeed on a Wisdom Saving Throw or be Frightened by you for One Minute.

* **Pacify**
You may dispel one Spell of 6th Level or Lower on a creature you can see within 60ft of you.

Once you utilize this ability, you can't utilize it again until you take a long rest.