Base Class: Bard
The College of DJ's attract the most tech savvy of Bards, utilizing modern technology to enhance their magics. They are able to use their technological insights to hack into systems and spread their message to the worlds.
Bonus proficiencies.
When you join the College of the DJ at 3rd level, you gain proficiency with hacker's tools as well as any electronic device that can create sounds or music.
Bring the noise
With your mad skills you can use a nearby sound system to erupt with noise. As a bonus action you can expend a bardic inspiration and target a nearby sound system. The sound system must be within 60 feet and capable of producing sound. Each creature in a 10 foot radius must make a constitution saving throw against your spell save DC. On a failure each creature takes the bardic inspiration die plus your charisma modifier, and is deafened for 1 minute. On a success they take half damage and are not deafened.
free radio
At 6th level, you learn the sending spell if you don't already have it, and it does not count towards your known spells. In addition, you can choose to change the range of the spell to a number of miles equal to your charisma modifier and target any creature that speaks at least one language. You can use this feature a number of times equal to your charisma modifier.
hijack the signal
You gain mastery of sound, and you can attempt to take control of any electronic device that produces sound within 120 feet of you. As an action, you make an ability check with your spellcasting modifier against the devices hack dc. On a failure you can produce any sound from the device for 1 minute. In addition, you gain the following benefits on subsequent turns:
-You can use the device as a spellcasting focus for the duration.
-You can cast spells through the device as if you were casting them.
-If the device is small or smaller, you can use your action to produce a high pitched tone from the device. Each creature that can hear must make a constitution saving throw against your spell save dc. On a failure the target takes 2d6 thunder damage. On a success the target takes no damage.
-If the device is medium or larger, you can use your action to produce a low bass tone that causes the ground to shake. Each large or smaller creature in a 15 foot radius of the device must make a dexterity saving throw or be knocked prone.