Bard
Base Class: Bard

Thrugh the study of the most symphonic harmonies and soothing rithms, you have perfectly learned how to avoid all of them and how to focus on making the most loud, high pitched and disgusting sounds possible, music to your ears, horror to your enemies. Bards of the college of cacophony focus on producing disturbing and loud noises to hindure their adversaries in all sorts of ways, and can find beauty in even the most horrific of things.

Insensitive Eardrums

Beeing used to to all kind of high pitch and loud noises you gain resistance to thunder damage.

Dissonant Blade

You gain th abilty to cast the cantrip Booming Blade (you always have it prepared, and it doesn't count against the number of cantrips you can prepare each day), also when casting Booming Blade you may choose to applay its effects to another willing creature and the weapon that creature is wielding in a radius of 60 ft around yourself.

Cacophonous Concert

At 6th level, your ability to create dissonant and uncomfortable noises allows you to expend an action on your turn and a use of your Bardic Inspiration to play your instrument, letting ypurself be heard by any non-defened or unconcius creature in a 120ft radius circle centered around yourself. Up to three creatures of your choosing that heard you become Disoriented.

As a reaction, when a Disoriented creature makes an attack roll, a saving throw or an ability check, you may subtract a dice equal to your Bardic Inspiration dice from that roll, also that creature becomes no longer Disoriented.

 

Booming Burst

As an action on your turn you can expend a use of your Bardic Inspiration to create an extremely loud noise that propagates around you in a 30ft radius, having different effects based on the distance of the creature hearing you. All creature in the radius must take a Constitution check with DC equal to your spellcasting save throw DC. A target takes thunder damage ased on the distance  on a failed save, or half as much damage on a successful one, aslo it is immune to all other effects on a succesfull save.

30ft or less: 2d6 thunder damage.

20ft or less:  2d6 thunder damage, also targets hae their moovment speed halved until the end of their next turn.

10ft or less: 2d6 thunder damage, aslo targets are mooved 10ft away from you.

5ft: 2d6 thunder damge, also targets are Sunned until the end of their next turn.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/8/2025 5:59:52 PM
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