Base Class: Bard
For years bards have traditionally played in taverns with light, peaceful instruments that represent calmness or harmony, but what if one learned spells and abilities that could be used for strength and power in the name of rock and roll, heavy metal, or even punk rock. Mixing fantasy and a new age of music, this subclass puts a dynamic twist on the Bard class, allowing for a more damaging and killer presense on the battle field.
Amplification
At 3rd level, you hit harder every time you or an ally deals damage. As a bonus action, you can choose to use one of your Bardic Inspiration die to grant yourself or an ally within 60 feet that can hear you with additional damage equal to double your Bardic Inspiration die, continuing with the same damage type. If not used within 10 minutes, the amp fades.
You also gain one skill proficiency from the select choices and one of your own choice.
Arcana
Gain Proficiency in Arcana
Intimidation
Gain Proficiency in Intimidation
Performance
Gain Proficiency in Performance
Sleight of Hand
Gain Proficiency in Sleight of Hand
Power Chord
Disable your enemies and give them disadvantage on attacks, saving throws, and ability checks with a powerful chord.
At 3rd level, pick between two options of abilities:
Grand Entrance
At 3rd level, you can use your action and choose a creature that you can see withing 60 ft of you to charm creatures in a 30 ft cone for 1 minute, with the targetted creature being the charmer. You choose a number of creatures, up to 5, to be immune to this effect for it's duration if they are within the cone. Any creature not chosen to be immune inside the cone have disadvantages on saving throws and ability checks against the charmer. You can use this ability once per short rest or sacrifice a first level spell slot or higher to use this ability again.
Volumetric Capacity
At 3rd level, you can use your action to increase your volume and send a loud soundwave, disabling enemies. Choose a number of creatures equal to your proficiency bonus within 60 ft, these creatures must roll a charisma saving throw or be deafened and have disadvantage on attacks, saving throws, and ability checks until the end of their next turn. If the creatures succeeds on the charisma saving throw, they are not effected by the ability and suffer no repercussions. You can use this ability once per short rest or you can use a spell slot of 2nd level or higher to use this ability again.
Modulate Harmonies
At 6th level, you gain the ability to swap your spells out for Sorcerer spells. When you cast a spell using a spell slot of 1st or higher, you can replace your spell with one from the Sorcerer spell list of the same level. After using this ability, it cannot be used on your next turn, however, can be used on the following turn. You can use this ability a number of times equal to your proficiency bonus.
Power Chord Volume II
At 6th level, pick an additional Power Chord ability:
Endurance Entertainment
At 6th level, you tire your enemies with a long enduring performance. Choose a number of creatures equal to your proficiency bonus within 60 ft, these creatures must roll a charisma saving throw or be frightened by you, suffer 2 points of exhaustion, and have advantage on attacks against those creatures until your next turn. If any of the creatures succeed on the charisma saving throw, they are not effected by the ability and suffer no repercussions. You can use this ability once per short rest.
Shining Spotlights
At 6th level, you create a blinding light show that blinds enemies until their next turn. Choose a number of creatures equal to your proficiency bonus within 60 ft, these creatures must roll a charisma saving throw or be blinded until your next turn. If any of the creatures succeed on the charisma saving throw, they are not effected by the ability and suffer no repercussions. You can use this ability once per long rest or you can use a spell slot of 5ft level or higher to use this ability again.
Rhapsody
At 14th level, when you cast a spell of any school of magic, as a bonus action, may cast a cantrip of a different school of magic on the same turn, even if that spell requires a full action to be used. If the bonus action spell is a single-target damaging spell and successfully deals damage to a target, you may use a free action to increase it's damage to full damage. You can use this ability once per long rest.
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