Base Class: Bard
Unlike other bards, you have learned to draw your bardic magic from surviving in the streets. You know how to earn a few coins by wooing the crowds with your breakdancing and rapping, and you're not too unfamiliar with rowdy street brawls. Your swift dance moves taught you to move with precision and you have mastered the art of insulting your opponents to drive them mad. You don't need an instrument, your vocal prowesses are your instrument, providing rythmic beats to bolster your ally forces.
Perhaps you were born an orphan and discover this uncanny talent for music while surviving in the street, or perhaps were you originally born of nobility and found a new way of life with a peculiar dancing instructor.
What's for certain is that the School of Beats is uncommon, often shun upon by more classic arts, but also honest and direct. A passionate expression of your emotions through words and dancing that will lay bare in front of your public. Bards from the School of Beats usually started as local criminal gang leaders, mischief models, local charismatic celebrities or even worker syndicates. They very often come from humble beginings but make no mistake, they can be as ambitious as kings.
Street Smart
When you reach level 3, you gain proficiency with unarmed strikes and all fist weapons such as fighting gloves or brass knuckles (check with your DM as to which weapon counts in this category).
Taunting Words
When you reach level 3, you learn how to weave your bardic magic into your words to upset and distract your enemies
You can use an action to start a diss on an creature that can hear you within a 30 ft range (You must speak in a language the target understands). The target must make a wisdom saving throw against your spell DC. If they fail, they will be drawn to attack you rather than your allies. On their next turn, the target has disadvantage on any attack (melee, range or spell) roll made to anyone else but you until the end of your next turn.
You can use this feature a number equal to half your Bard level (rounded down and to a minimum of 2) per long rest.
Rythmic Inspiration
When you reach level 6, you can use a bonus action and expend 1 Bardic Inspiration Die to start beatboxing to aid your allies focus with rythmic beats.
Until the start of your next turn, up to 3 creatures of your choice within 30 feet that can hear you can add a bonus equal to your bardic inspiration die to any attack, ability or saving roll. If an affected creature hasn't spent the bardic inspiration die at the start of your next turn, they lose the die.
You can use an additional Bardic Inspiration Die for each additional target you want to be affected.
Evasive Step
When you reach level 14, if a melee attack hits you, you can use your reaction and expend 2 Bardic Inspiration Die. If you do so, the attack counts as a miss and you can move immediatly 5 feet away from the attacker (even if you already used all of your movement this turn). If there is no free space for you to move to as part of that reaction, you instead can add that extra 5 feet of movement as part of your next turn movement. Additionally, you do not provoke attack of opportunities by leaving any creature’s melee range until the end of your next turn.
You can only use this feature once per long rest.
Previous Versions
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12/10/2023 4:52:12 PM
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25
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3
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1.0
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Coming Soon
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