Bard
Base Class: Bard

Despite loving harmonic, melodic dancy tavern music, you allways have loved noise, fast beats and screaming gutural voices singing about ugly things. The noiser and louder you play the more you enjoy. Noise is what you do and noise is what you love, and when you play or listen to that music, you enter in a frenzy rage of madness ready to destroy.

Bonus Proficiencies

When you join the College of Noise at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Metal Thunder

At 3rd level, you learn how to canalize your nosy and loud music into you combat style.

 If a melee weapon attack hits, you can use one the following once per turn.

Thunderslam. You can expend one use of your Bardic Inspiration. Each creature in a 5ft radious must succeed a Strength Saving Throw against your spell DC (DC {{savedc:cha}}) or be pushed 5ft away from you and take thunder equal to one roll of you bardic inspiration die of thunder damage.

Loud Impact. You can expend one use of your Bardic Inspiration to deal extra thunder damage equal to the number you roll on the die to the target you hit and then must succeed a Constitution Saving Throw against your spell DC (DC {{savedc:cha}}) or have disadvantage on the next attack roll or Dexterity Saving Throw

Noisy Rage. You can expend one use of your Bardic Inspiration and deal extra thunder damage equal to the number you roll on the die. Then as a bonus action you can make another melee weapon attack

Violent Revolution

Your loud and fast music, calling to spread chaos and disorder infuses you and those who surround you with an extra dose of anger. You can attack twice, instead of once, whenever you take the Attack action on your turn, and people in 20ft of you deal extra damage on their weapon attack equal to your proficiency bonus

Rythm of a Thunderstorm

As an action you sing a song that has a rythm as fast and loud as a thunderstorm. Once activated, in each of your turns, including the turn you activated this feature, you can use your bonus action to use one of the abilities provided by this feature:

Aura of Lightnings: Make a spell attack roll against a creature within 30ft you. The creature takes 2d8 of lightning damage.

Voice of a Storm: A creature you choose that is within 5ft of you must roll a Strength Saving Throw with DC equal to your Spell DC (DC {{savedc:cha}}) and take 4d6 of thunder damage and be knocked prone, or take only half damage if succeeded.

Electric Strike: You infuse your weapon with lightning power. Your next attack does and extra 1d4 of lightning damage and on hit, the creature must roll a Constitution Saving Throw with DC equal to your Spell DC (DC {{savedc:cha}}) and be stunned until the end of his next turn.

When using this feature, you can't cast or concentrate in spells. You can end this feature as a bonus action.

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