Base Class: Bard
These bards learn quite differently than others as they don't truly belong to a college and were only named as one for the sake of knowing they are not one of the other colleges. The truth is, the outsiders were a old group that used a mix of weapons and instruments to reign war on the battlefield. Their ancestors were thought to be chiefs who used their weaponized instruments to lead the soldiers into war and have a backup weapon in case danger may come their way. These ancestral skills past down to the modern outsiders of distant lands allowing the bard to have a bond with their new found weaponized instrument that others can only wish to wield. These bards tend to be leaders or even main front line soldiers out to battle.
Inspirations of War
When you join College of outsiders at level 3, you gain the ability to strengthen the tides of battle with you inspirational performance.
As a bonus action, you can cast a strengthening song to creatures you see within 60 feet of you equal to you charisma modifier by expending one bardic inspiration. Anyone affected by the action gets a extra 1d6 to their attacks for 1 minute. This can't be used on yourself and requires a short rest between uses.
In addition, you can also give a 1d4 AC Modifier to one creature of your choice that you can see within 20 feet for one attack as a reaction. This requires no short rest between uses but will cost 1d4 damage done to you to use.
Warrior's Spirit with a Musical Heart
You Gain the following benefits at 3rd level:
You gain proficiency in the following items: Axe-lute,Blade-viol, Didgeriboom, Gongerangs, Needle-Whistle, Bongo-bangs, and The Tartan Torch as well as Tinker tools for making these special instruments.
These items are exclusive to this subclass and cannot be used by other classes without dm's discretion. When you use these items you can add your charisma modifier to the damage.
With 1 day, Tinker tools and 50 GP, you can create one of the Outsider's instruments but can only have 2 usable at a time.
At 5th level, you gain a extra 1d4 to your attack all outsider instruments and will increase in further levels. (1d6 at 8th level, 1d8 at 12 level, 1d10 at 15th level, 1d12 at 18 level)
Music Smithing
At 6th level, you gain the ability to enhance/upgrade your outsider instrument. If you spend 1 long rest and a certain amount of GP, you can upgrade it with 5 options with with a max of 2 upgrades per instrument besides option #1 . These are the following upgrades you can to:
1: Change the damage type of the weapon (Cost, 100 GP)
2: +1 extra reaction when using the Enhanced instrument (Cost, 150 GP)
3: Add 1d6 extra damage (Cost, 200 GP)
4: +1 extra Bonus action when using the enhanced instrument (cost, 250 GP)
5: Require no Material components with a cost of 300 GP or lower when wielding the enhanced instrument (cost, 600GP)
Outsider's Spirit
In 14th level, As a action for 1 minute, you gain the ability to call upon your ancestral power of the outsiders to make a totem pillar appear. This totem allows allies within 30 feet to gain advantage on their attack rolls. This ability will not give you advantage but will instead give you resistance (but not immunity) to all damage types till the ability ends. The totem can be attacked and destroyed and if destroyed, the ability ends. This ability can only be used once per dawn and recharges the next dawn.
Important Note: you must have the monster stat block "Ancestral Totem of Outsiders" to have the correct ac and hit point amount. without the stat block, you can't use this ability.
Previous Versions
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