Base Class: Bard
College of Punk Bards are wild and untamed forces of nature. Wielding a heavy five-string electric bass as their weapon of choice, they bring the thunder of their punk rock sound to the battlefield. Their music is filled with energy and rage, which they draw from their chaotic energy and wild passion. They are a master of the bass and their playing style is fast and frenetic. They possess a natural knack for improvisation and can quickly adapt to any situation. In battle, they use their music to inspire their allies to fight with even more fervor and to weaken their enemies with morale-crushing licks. When in a dungeon, they use their music to drive their party forward and to provide a light-hearted distraction from the darkness.
They are known for their wild and rebellious personalities, often opting to dress in outlandish clothing, covering themselves in tattoos, and adorning themselves with piercings, often found in the company of other like-minded individuals. They can be found in the underground music scene of cities and towns, performing in bars and clubs, or playing in the streets for tips.
Delinquent Chord
When you join the College of Punk at 3rd level, you gain the ability to spread your deadly songs to those who wish harm on your allies.
Whenever a creature successfully lands a melee attack or melee spell attack against an ally you can see within 30 ft of you, you expend a use of your bardic inspiration as reaction to cause the creature to make a Wisdom Saving throw against your Spell Save DC. On a failed save, the creature misses the attack and takes Psychic Damage equal to 2 rolls of your Bardic Inspiration Die. On a success, the attack hits and the creature takes no damage.
Rowdy Demeanor
Starting at 3rd level, your unruly attitude can cause people to feel uneasy.
When you make a Charisma (Intimidation) check, you can treat a d20 roll of 9 or lower as a 10. If you roll a natural 20 on an Intimidation check against a single target, the target becomes frightened of you until the end of its next turn.
Cognitive Dissonance
At 6th level, you can make music to shock others so much it leaves them vulnerable. As an action, you can send a wave of musical energy in a 20-ft cone originating from you. Each creature in this area must make a Constitution Saving Throw against your Spell Save DC, taking 3 rolls of your Bardic Inspiration Die of psychic damage on a failure and the next attack roll made against this target before the end of your next turn has advantage, half damage and no advantage on a success.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd Level or higher to use it again.
Punk's Anthem
At 14th level, the culmination of your emotions and musical ability has converged into your anthem, a song that finally defines who you really are. You can use your bonus action to start performing your anthem, gaining the following effects:
- All creatures of your choice within 30 feet of you, including yourself, gain a bonus to all damage they deal equal to 1d4.
- You gain a bonus to your Armor Class equal to your Charisma Modifier.
- At the start of each of your turns, you can force a creature within 120 ft of you to make a Wisdom Saving throw against your Spell Save DC. On a failure, the creature is frightened of you until the start of your next turn.
You must use your bonus action on subsequent turns to maintain the effects of this feature and you can maintain this anthem for up to 5 minutes. If you do not use your bonus action to maintain your anthem, it ends. Once you end this feature, you cannot start another anthem until you finish a long rest.
Previous Versions
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