Base Class: Bard
Most bards just want to start a flame in the hearts of their listeners. Other bards want to set the world on fire.
Because the best music is made in the middle of a riot to the beat of breaking glass and the tune of cracking timbers.
Bards who embrace anarchy come in many forms, be they revolutionaries and rabble rousers or arsonists and madmen. The line between the two sides is thin to the point that it is often nonexistent, something that firebrand bards revel in. Every bard seeks to leave their mark on the world, but it takes a certain kind of bard to burn their mark into the psyche of both commoners and the kings alike. Now grab your drink and find some matches, it's time to get the party really started!
Bonus Proficiencies
When you become an Anarchist at 3rd level, you gain proficiency with medium armor and martial weapons. You also gain proficiency in Intimidation if you did not already have it.
Call to Arms
Also at 3rd level, you learn how to rouse even the most downtrodden commoner to take up arms and overthrow their oppressors. Or to burn down the tavern that refused to keep serving your favorite ale. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. If the attack was against an object or structure, they instead add twice the number rolled to their total damage. Additionally, a creature that has a Bardic Inspiration die from you can use it to grant themselves one extra Interact With Object action on their turn.
Burning Fervor
Starting at 6th level, whenever you use your action to cast a cantrip that targets a single creature, you can cast the same cantrip a second time in the same action. This second casting can target either a different creature in range or the original creature that you targeted.
Icon of Chaos
At 14th level, you have mastered the means of inflaming the hearts of those around you and whipping them into a frenzy. Whenever you give a Bardic Inspiration die to an ally, they can immediately use their reaction to make a weapon attack against a target within range of their weapon or interact with an object within their reach.
In addition, as a bonus action, you can channel the feverish might of a full blown riot for 1 minute or until you are incapacitated. For the duration, all of your spells deal additional damage equal to the number of creatures allied to you within 5 feet of your target. If a spell does not normally deal damage, it deals psychic damage.
Once you channel this fearsome power, you can’t do so again until you finish a short or long rest.







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