Base Class: Bard
Rebellious by nature, bards from the College of Rock are defined by their full force lifestyles. They charge forward with confidence, loudly asserting their existence (and loudly doing anything else too). Many who do not understand the College of Rock, or refuse to do so, only see it's bards as punks, vandals, and nuisances. Those with a deeper understanding however, know the virtues that most of these bards share: Loyalty, honesty, and acceptance for those who feel they have no other place in the world. The College of Rock isn't just about being loud and flashy, it's about facing reality... and hitting it with a guitar.
Loud and Proud
The life of a College of Rock bard is loud and rambunctious. They hold nothing back when performing, partying, or punching.
When you join the College of Rock at 3rd level, you may trade proficiency in Stealth for proficiency in any other skill of your choice. You also gain resistance to Thunder damage, proficiency with Disguise Kits, proficiency with your choice of a martial melee weapon lacking the Special property, and musical instruments count as weapons you are proficient with (Usually dealing 1d6 bludgeoning damage, but you can work with your DM to figure out the exact weapon properties your Instrument weapons will have). You learn the spells Shatter and Pyrotechnics and they do not count against your spells known.
You take no Thunder damage from spells you cast. Starting at 6th level, your allies take no Thunder damage from spells you cast.
Make Some Noise
When your instrument collides with your enemies, it resonates with the spirit of rebellion and rings out a chord of defiant dissonance.
Also at 3rd level, You learn how to harness the destructive power of sound. When you deal magical damage with a Bard spell or melee damage with a musical instrument, you may deal a number of d4 equal to your Charisma modifier in Thunder damage to each enemy within 5 feet of you. At 6th level, the damage die increases to a d6 and the radius increases to 10 feet. At 14th level, the damage die increases to a d10 and the radius increases to 20 feet. You may use this feature a number of times per long rest equal to your proficiency bonus. When this feature is used on a critical hit, the Thunder damage is doubled and affected enemies are deafened for a number of rounds equal to the Thunder damage they took.
Starting at 6th level, when you cast Shatter and target a spot within 5 feet of you, you may expend a use of the feature to cause enemies that fail the Constitution save to be pushed 10 feet away from you and land prone.
Sparking Hazard
College of Rock bards are not only loud in volume, but also in visuals. Even in the heat of battle they can't resist showing off their flashy lights and effects.
Starting at 6th level, You can use higher spell slots to cast Pyrotechnics, and the spell gets additional effects as described below. Starting at 14th level, you can cast Pyrotechnics as a bonus action if your action was used to cast a Bard Spell or use a musical instrument.
- Fireworks: You and your allies have advantage on the Constitution saving throw against this spell. For each level beyond 2nd this spell is cast at, it does 1d6 of your choice of Fire, Lightning, or Thunder damage to each enemy that failed the Constitution save, and half as much damage to enemies that succeed. If Thunder is chosen, enemies are deafened instead of blinded. Starting at 14th level, the radius of this spell increase from 10 feet to 20 feet, and you and your allies automatically succeed on the Constitution save.
- Smoke: For you and your allies, the smoke is only lightly obscuring. For each level beyond 2nd this spell is cast at, you and your allies within the smoke cloud gain 1d4 Temporary HP. This Temporary HP cannot stack with other sources of Temporary HP and is lost when the smoke cloud disperses. Starting at 14th level, the radius of the smoke cloud increases to 60 feet and is no longer obscuring to you or your allies.
Rebel Soul
Nobody can keep you down, not even the reaper. Through sheer force of will, you defy fate and embolden others to do the same.
Starting at 14th level, your rebellious spirit allows you to push on when the going gets tough. You add your Charisma modifier to death saving throws. When you succeed on three death saves or become stabilized by another method, you regain HP equal to your Charisma modifier. You may also add your Charisma modifier to checks and saves against being frightened, deafened, restrained, incapacitated, paralyzed, stunned, or petrified.
When a creature who has a Bardic Inspiration die from you would drop to 0 HP, they may use your Bardic Inspiration die to instead drop to 1 HP. Allies within 60 feet of you may choose to add their own Charisma modifiers to their death saves.
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