Base Class: Bard
A rock and roll bard who amplifies his magic with the power of rock!
Drop the amp
As a bonus action you drop down your amplifier and plug in your electric guitar. The amplifier has a Ac of 12 and it's hit points are equal to your bard level + your proficiency bonus The effects of your amplifier lasts for 10 minutes or until it is broken. If the amplifier drops to 0 Hit points it is broken and can't be used until you spend 10 minutes repairing it. It costs 10 gold and heals 1d8 per bard level
While your amplifier is active you are tethered to it and can't move more then 10 feet away from the amplifier, if you do the effects of the amplifier end until you use your bonus action to plug back in. The amplifier can't be moved unless you use your action to pick it up. In addition to this all creatures with in a 300ft sphere are can hear you.
While plugs into the amp you benefit from the following effects
- When casting vicious mockery the damage die is 1d6 instead
- When using your bardic inspiration you can use it as a reaction
- You may use your rifts of rock as a bonus action instead of an action
- All abilities and spells you use now have a range of 300ft
Rifts of rock
At 3rd level you can shred various rifts on your gitair causing several effects.
As an action on your turn you you can cause one of the following effects.
- All allies within 30ft of you become inspired this only consumes 1 inspection die
- All enemies within 30ft must make a con save vs your DC or gain disadvantage on their next attack roll
- Consume 1 inspection die to give all allies with in 30ft of you temperary hit points equal to the bardic inspection die (1d6 = 6, 1d8 = 8...)
- Any ally within 30ft become fired up and adds your proficiency bonus to their attacks on their next turn.
Improved amplifier
At 6th level, the benefits from being connected to your amp become stronger
- You may use the counter charm ability as a bonus action, in addition when you use counter charm it will end one condition on all affected allies
- The healing from song of rest increases the max health of all affected allies in addition to adding healing this effect lasts until the next long rest
- You can now concentrate on an additional concentration spell. When your concentration is broken it ends all effects.
Turn it up to 11
While connected to your amplifier you now have these follow effects
- When a creature rolls a saving throw against a spell you cast you may roll a bardic inspiration die and add it to your spell DC. Consuming the die
- Once per round you cause a creature with in 300ft to make a con save vs your spell DC or loss concentration on a spell they are maintaining.
- You can now concentrate on an additional concentration spell (total of 3 from your class features) if your concentration breaks all effects end.
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