Base Class: Bard
Utilizing your musical talents you have harnessed the ability to deal damage with your musical talents. Later in this class you also unlock some unique ways to use your Bardic Inspiration.
Sick Beats
Starting at 3rd level:
As an bonus action on your turn you may make a ranged attack with your instrument. It is a magical attack as you are imbuing the magic of music into a tangible form of attack. The range is 60ft-90ft. The damage is Psychic if you are Singing, Thunder if you are playing an instrument.
The damage dice is 1d8 and increases by a 1d8 per every 4 levels to a maximum of 4d8.
It uses your Charisma Modifier as a bonus to hit.
Party, Party, Party!
Utilizing your talents as a musician you have constructed a way to magically help the party in various ways.
Using a 2 charges of your your Bardic Inspiration you may do one of the following:
-Allies within 60ft of you add +6 to the damage they deal for the rest of combat. This feature increases to +12 at Level 14
-Allies within 60ft Heal for 4d6+Your Charisma Modifier. If their HP is already full they can instead increase their HP max by the amount they would've healed.
-Allies within 60ft have any Conditions removed from them and they feel healthy again.
Why Does The Boss Hear Boss Music?
You have reached the apex of your musical talent tree. Depending on how many Bardic Inspiration Charges you have remaining you have the following stacking abilities:
- 1 Charge: Yourself and Allies within 60ft have +2 to all their rolls
- 2 Charges: Yourself and Allies gain Temporary Hitpoints equal to you Bard Level at the Start of your turn.
- 3 Charges: Yourself and Allies within 60ft gain Advantage on all rolls within combat
- 4 Charges: Yourself and Allies within 60ft gain Resistance to all non-magic damage
You may expend all of your charges of Bardic Inspiration to do one of the following:
-You belt out a sick Solo and deal 2d20 Psychic or Thunder damage to all hostiles within 60ft. You have to expend at least 3 Charges.
-You belt out a killer Solo and all hostiles within 60ft must make a CON Saving Throw DC 16 or be knocked unconscious. You have to expend at least 3 Charges.
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