Base Class: Bard
Bards of the College of Brutality grew up in harsh, tribal environments. They strike an imposing figure, marching across the battlefield, empowering their tribesmen with heavy drumbeats and impressive roaring bellows. Not known to confront their enemies directly, these more heavily armored masters of percussion instead focus on imbueing their fellows with a vastly increased physical prowess. Not ones to forego their vocation, these Bards will keep their thunderous beats going until the last of their allies have fallen in battle.
The rythmic juggernauts from the College of Brutality are fiercely loyal to their tribe, dedicating their entire lives to serving as the driving force behind the tribe's expansion. Not ones for idle days as their fiery personalities would constantly seek out opportunities to rally and march unto a more invigorating tomorrow. When after a conflict one of these Bards somehow outlive the rest of their tribe, new companions will be gathered and vengeance will befall those that are responsible for the eradication of their people.
Not often will these Bards walk the path of an adventurer, unless ousted from their tribe for whatever or reason, or if they had been bested by another in a duel of heavy metal instrumentals. However, once they have gathered any type of party around themselves, they will hold tight and be fiercely protective of their new family. Civilized societies might find their particular brand of Charisma very forceful, daunting, oppressive even.
Bonus Proficiencies
When you awaken to the College of Brutality at 3rd level, you gain proficiency with heavy armor and shields. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Marching Drums
At 3rd level you learn to imbue your allies with a thunderous drumming rhythm.
Imbued Beat. On your turn you may spend an action to produce a steady rhythm, using your shield as a drum. Allies within 60 ft. benefit from an increased movement of half their natural movement speed.
Penetrating Charge. If you've already started your Imbued Beat, whenever an ally makes a melee attack after moving more than 10ft. to reach the target, as a reaction you may expend one use of Bardic inspiration to increase the accuracy of the hit. The increased accuracy is equal to you Charisma modifier. The target's AC is reduced by the same amount until the end of your ally's next turn.
Bellowing Voice
At 3rd level, your booming voice can be clearly heard across the most cacophonous of battlefields. Whenever you cast a spell that has a somatic component to it, as a Bonus Action you may expend one use of Bardic Inspiration to affect a number of hostile creatures within 60ft. equal to your Constitution modifier. The affected creatures have disadvantage on any attacks not targeted at you.
Daunting Drums
Starting at 6th level, the sound of your drums is capable of dismaying even the most battlehardened of opponents. On your turn, if you've already started your Imbued Beat, you may spend a bonus action to intensify your drumming. All hostile creatures within 60 ft. need to make a Wisdom Saving Throw against your Spell Save DC or be frightened of you for one minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Beginning at 14th level you can use this feature twice between rests.
Invigorating Beat
Starting at 14th level, Your heartfelt beat bolsters the strength of your comrades and greatly improves your own regenerative abilities. On your turn, if you've already started your Imbued Beat, as an action you may spend 2 uses of Bardic inspiration to strengthen your allies within 100ft. The targeted allies benefit from a bonus to accuracy and damage equal to your Charisma modifier. You gain resistance to thunder, psychic and non-magical slashing, piercing and bludgeoning damage. At the start of your turn you also regain hitpoints equal to your Constitution modifier + your Proficiency Bonus.
After 1 minute you are too fatigued to continue the beat and you are considered Incapacitated until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
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