Base Class: Bard
Bards of the College of Rebellion dedicate their craft to combating injustice where it springs forth by inspiring others into action and hindering enemies with their song. They travel the world igniting the spark of hope and emboldening their audiences to rise up against tyranny, though they have also learned how to harness their performance to assault their enemies with cacophonous sound when the need arises. Whether creating humble folk songs, unconventional noise, or powerful ballads these bards captivate their audiences with raw power and genuine energy that is unmatched by their peers from other colleges.
Given their propensity to draw their inspiration from current social and political issues, they often find themselves joining adventurers to right the wrongs around them and turn their art into a reality. The college’s members gather in unassuming locales accessible to all such as lowly taverns, alleys, and parks in order to share their message with any who will listen.
Bonus Proficiencies
When you join the College of Rebellion at 3rd level, you gain proficiency with Intimidation, Thieves' Tools, and a loud or unconventional instrument of your choice, such as the bagpipes, banjo, citole, cymbals, fiddle, gemshorn, gutbucket, hurdy-gurdy, mandobass, tabor, or washboard.
Rebellious Inspiration
At 3rd level, you learn to use your inspiration in battle to encourage your allies and assault your enemies.
Whenever you give a creature a Bardic Inspiration die, you may use your Action to perform one of the following Rebellious Inspiration options of your choice. You can use only one Rebellious Inspiration option per turn.
Bolstering Chord. Roll a die of equal size to your current Bardic Inspiration die. The creature who received your Bardic Inspiration die this turn gains temporary HP equal to the result plus your Charisma modifier for 10 minutes.
Compelling Chord. Roll a die of equal size to your current Bardic Inspiration die. The creature who received your Bardic Inspiration die this turn may immediately move a number of feet equal to the result plus your Charisma modifier.
Thundering Chord. Roll a die of equal size to your current Bardic Inspiration die. A target you choose within 10 feet of the creature who received the Bardic Inspiration die this turn must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the result plus your Charisma modifier.
Rebuking Chord. Roll a die of equal size to your current Bardic Inspiration die. A target you choose within 10 feet of the creature who received the Bardic Inspiration die this turn must succeed on a Wisdom saving throw against your spell save DC or be forced to move a number of feet away from the recipient equal to the result plus your Charisma modifier.
Thunderous Performance
At 6th level, you gain the ability to assault your enemies with the sheer force of your performance. When you use the Countercharm feature, you may expend one use of your Bardic Inspiration die. If you do so, you may choose a number of targets within 30 feet equal to your proficiency bonus. These targets must succeed on a Constitution saving throw or suffer 3d8 thunder damage and become deafened and frightened until the end of your next turn. This damage increases to 4d8 at 12th level and 5d8 at 18th level.
Liberating Performance
Starting at 14th level, your performance is potent enough to disrupt physical effects in addition to mind-influencing effects. A creature under the effects of your Countercharm also has advantage on saving throws against being affected by the blinded, deafened, paralyzed, poisoned, and restrained conditions. Additionally, at the end of your performance a friendly creature can attempt a saving throw to end the frightened or charmed condition.
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