Base Class: Barbarian
A Rocker embodies the frenzied spirit of tight pants, long hair, and sick guitar riffs.
Bonus Proficiencies
After taking this subclass at 3rd level, you gain proficiency with the Performance Skill as well as proficiency with one stringed instrument i.e. Lute, Harp, Guitar
Baseline
Starting when you choose this path at 3rd level, your ability to control your pace has begun to develop.
As a Bonus Action, you can strum a simple beat that gives a bonus to Strength or Dexterity based attack rolls equal to your Proficiency Bonus on allies that can hear you. This bonus lasts until you stop playing. Allies must be able to hear you to receive this bonus, and you must be able to use both of your hands to play.
Continuing the song on subsequent turns does not require an action or bonus action.
Taking damage forces you to make a Constitution Saving throw as if you were casting a spell (DC= 10 or half the damage you took, whichever is greater.)
Melody
Once the tension has built up from your Baseline, you start the Melody. At level 6 you can play a Tense, Calm, or Active Melody as a bonus action if you are playing a Baseline. All of these options stack on your bonuses given by Baseline.
Tense Melody: Allies that can hear you gain a bonus on Strength and Dexterity Saves equal to your Charisma Modifier.
A Calm Melody soothes those can hear it. All Allies that can hear the Melody gain Advantage on rolls to resist or end the Frightened, Paralyzed, or Stunned Conditions
An Active Melody focuses its audience. All Allies that can hear your Melody gain Advantage on rolls to resist or end the Charmed Condition.
All of these bonuses are removed if you change your Melody, play a Counter Melody or Solo, or are forced to end your song by taking damage.
If you are forced to stop your Baseline by taking damage, you also lose the effects of your Melody. You can only have one melody active at a time with switching requiring an Action on your turn. You can continue your Melody as Bonus Action on subsequent turns
Counter Melody
Beginning at 10th level, you can switch to a more aggressive key. Your Counter Melody rests heavy on your foes. As a Bonus Action you can play a Slow or Aggressive Counter Melody. You must be playing a Baseline to play a Counter Melody. If you are playing a Melody, the effects are replaced with those of the Counter Melody.
Slow Counter Melody: All enemies that can hear you must make a Wisdom Save (DC= 8 + Proficiency Bonus + Charisma Modifier) or be frightened by you. They may repeat the save once every turn, ending the effect on themselves on a successful save. Once an enemy makes the save they cannot be frightened in this way for 24 hours.
Aggressive Counter Melody: All enemies that can hear you must make a Wisdom Save (DC= 8 + Proficiency Bonus + Charisma Modifier) or have their damage resistances removed until you stop playing.
The effects of a Counter Melody remain as long as you use a Bonus Action to continue them on your turn. You can switch to Melody as a Bonus Action on your turn, or choose a different Counter Melody as an Action.
Solo
Starting at 14th level, you can use an Action to play an astonishing Solo. This Solo ends the effects of Melodies or Counter Melodies, but continues the effects of Baseline.
Your Solo bolsters your allies and intimidates your enemies. Allies that can hear your Solo gain Temporary Hit Points equal to your level (not restricted to your Barbarian Level).
Your Solo ends in an explosive finale. All enemies that can hear you must make a Constitution Saving Throw (DC= 8 + Proficiency Modifier + Charisma Modifier) or be Stunned until your the end of your next turn.
You can only play a Solo once per Long Rest.
Previous Versions
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