Bard
Base Class: Bard

Class made by CamunonZ seen in the post below:

www.reddit. com/r/DnD/comments/tujpp7/art_subclass_bard_the_announcer_and_the_party/ 

 

“He roared with glee. For a moment, the heart of the arena pulsed in time with his, and the excitement of the assembled masses was clutched in his triumphant hand.”

While the path of most bards might lead them to spend years honing their knowledge of history, or perhaps studying the blade, a select few choose to instead refine their ability with the most basic instrument of all: their voice.
Known for their articulateness and capacity to describe the events of a fast-moving contest, bards of this unique breed use their turn of phrase to incite the masses in bloody arenas, bringing the paraphrased reality of the situation straight to their ears while their eyes feast on the action.
Masters of wit and charm, lords of presence, and igniters of fervor, Announcers are the lifeblood of any stadium; capable of turning even the tiniest back-alley braw into a spectacle for the ages.

 

(Missed Thaumarturgy and skills weren't an option in version 1)

Voice of the Game

“Ladiiies and Gentlefolk!”

When you adopt this bardic college at 3rd level, you gain proficiency in the Performance and Perception skills.
If you are already proficient in both these skills, you may gain expertise with one of them instead (does not stack with similar features). Additionally, you learn the Thaumaturgy cantrip, and may cast it on yourself as a bonus action.

Expertise in Performance or Perception

If you are already proficient in both Performance and/or Perception, you may gain expertise with one of them instead (does not stack with similar features or apply to a skill you're not proficient in). Additionally, you learn the Thaumaturgy cantrip, and may cast it on yourself as a bonus action.

Performance and Perception Proficiency

When you adopt this bardic college at 3rd level, you gain proficiency in the Performance and Perception skills.

Welcome to the Show

At 3rd level, every battlefield becomes your stadium.
Whenever you roll for initiative, you can choose to commence your Battle Commentary, lasting for the next minute and covering a range of 60 feet. For the duration of this feature, whenever an allied creature within range scores a critical hit, or a hostile creature rolls a 1 on a d20, you boastfully announce the event, regaining one Bardic Inspiration die. Your commentary ends if you are reduced to 0 hit points or made unconscious by any means.
Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting from 10th level, you may use it once per short or long rest.

Play by Play

At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one Bardic Inspiration die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:

"And BOOM goes the fireball!"

An ally within range casts an area-of-effect spell. Until the start of this ally’s next turn, you and all other allies within range have your speed increased by 10 feet.

"Couldn’t hit a cow's backside with a lute!"

A creature within range misses you or one of your allies with a melee attack. They take psychic damage equal to your Bardic Inspiration die roll, and must subtract your Charisma modifier from their next attack roll.

"It's like watching a carriage wreck!”

A creature within range rolls a 5 or lower on a d20. They must roll your Bardic Inspiration die and subtract it from the next ability check, attack roll, or saving throw they make.

“A bold move from our deadly foe!”

An ally within range is reduced to 0 hit points. Until the start of your next turn, any attacks against them are made with disadvantage.

“And from the shadows, they STRIKE!”

An ally within range succeeds on an attack roll made with advantage. They gain advantage on the next attack roll, ability check or saving throw they make until the end of their next turn.

“Could this be part of a new strategy?”

An ally within range uses the Ready action. They have advantage on the next attack roll or ability check they make. If they roll a number equal to or lower than 10, they can roll your Bardic Inspiration die and add it to the result.

“It’s a game of attrition tonight, folks!"

A total of 8 rounds pass since the start of combat. A number of allies of your choice equal to half your proficiency bonus (rounded up) regain one or more spell slots of a combined level equal to half your Charisma modifier (rounded up).

“It’s not over till the Fat Lady sings!”

You are reduced to less than a third of your hit point maximum. You gain a number of temporary hit points equal to your Bardic Inspiration die roll + your Charisma modifier + your proficiency bonus. These hit points fade after 5 rounds.

“Make no mistake folks, this is in the bag!”

Three or more hostile creatures are reduced to 0 hit points or become unconscious. All allies within range gain a bonus to the next attack roll or ability check they make equal to your Charisma modifier.

“Now That’s A Lotta Damage!”

A creature within range takes an amount of damage equal to or higher than 30 in the same turn. They cannot restore hit points until the end of their next turn.

“Now that’s what I call MAGIC!”

You or an ally within range casts a spell of 5th level or higher. All hostile creatures within range have disadvantage on saving throws made to resist the effects of the next spell cast by an allied creature.

“Ooh baby, that’s a knockout!”

You or an ally within range reduces a creature to 0 hit points. The target restores a number of hit points equal to your Bardic Inspiration die roll, and gains a bonus to their next attack roll equal to your Charisma modifier.

“Ooh, that's gotta sting!”

A creature within range takes damage from a critical hit. They gain vulnerability to the triggering damage type, as well as psychic damage, until the start of their next turn. If the affected creature has resistance to one of those damage types, they lose their resistance instead.

“Phew, I got scared back there!"

An ally within range regains consciousness after being reduced to 0 hit points. The next time they restore any amount of hit points, they gain a bonus to one of the healing rolls equal to your Bardic Inspiration die roll + your Charisma modifier.

“Straight into the mix!”

An ally within range uses up all of their movement. Until the start of your next turn, they gain a bonus to their AC equal to your Charisma modifier.

“There is no way that just happened!”

A hostile creature within range uses a legendary action. They have disadvantage on the next attack roll, ability check or saving throw they make until the end of their next turn. If they roll a number equal to or higher than 15, they must roll your Bardic Inspiration die and subtract it from the result.

“This is gonna be one hell of a show!”

An ally within range casts a spell that targets friendly creatures. All allies within range gain a bonus to the next saving throw they make equal to your Charisma modifier.

“This team needs a miracle right now!”

Two or more allied creatures are reduced to 0 hit points or made unconscious at the same time. All allies within range have advantage on death saving throws until the end of your Battle Commentary.

“What a hit, ladies and gentleman!”

A creature within range makes an attack roll of 15 or higher. Until the end of their next turn, they gain a bonus to attack rolls equal to your Bardic Inspiration die roll.

“Woah, that came outta nowhere!”

You or an ally within range succeeds on a saving throw to take half damage from an area effect. Until the start of the target's next turn, you and all allies within range have advantage on saving throws to resist the effects of the next spell cast by a hostile creature.

Ramp It Up

"This fight is about to explode!"

At 6th level, your spirit rises with the sounds of battle:

Whenever you make a critical announcement, a number of allies of your choice equal to your proficiency bonus gain a number of temporary hit points equal to 1d4 + your Charisma modifier. They must be able to hear you in order to gain these hit points, which fade after 5 rounds.

While your Battle Commentary lasts, as a bonus action on your turn, you can expend 1 hit die to regain 1 Bardic Inspiration die. This can be done a number of times per use of Welcome to the Show equal to your proficiency bonus, and only when you have no remaining uses of Bardic Inspiration left.

While you are under the effects of Thaumaturgy, you can use the Help action with a range of 60 feet. The assisted creature must be able to hear you in order to gain the respective benefits.

Ready to Rumble

"It’s the moment you've all been waiting for!"

At 14th level, your words are powerful enough to shape the course of a war:

While you are under the effects of Thaumaturgy, your voice is audible out to 300 feet, and you can take the Help action as a bonus action on your turn.

While your Battle Commentary lasts, if you take the Help action as your main action, up to 3 allies of your choice within range may gain the respective benefits.

Previous Versions

Name Date Modified Views Adds Version Actions
4/2/2022 5:36:24 PM
19
9
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Coming Soon

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