Base Class: Bard
Jade was a young halfling who had always felt a little out of place in her village. While her fellow halflings were content to live a simple life of farming and cooking, Blossom yearned for something more. She had a passion for music that her town couldn't satisfy, and she longed to explore the world beyond her home. One day, while exploring the nearby forest, Jade stumbled upon a strange building she had never seen before. It was covered in graffiti and had a sign that read "Join the fight. Rock to liberation. Join the Punkers." above the entrance. Being intrigued and the curious halfling that she was, she decided to go in to see what this was about. As she entered the building, Jade explored the building until she found a room with a massive stage. Looking around behind the curtains, she accidentally knocks off a medal rod that then hits a lever opening a secret entrance in the floor. There was a staircase that led down to a dark room. She heads down to find a room covered in spider webs and dust. After brushing them away, she finds papers with the saying she saw at the front gate. There were maps of the region on the wall and knife where the city, Humbler, was. Then she finds a weird-shaped box with a note on it. It said, "To my loving wife, Ellie. We are heading out to ambush the king while he travels to the next city to kidnap him to force his hand to free the arena slaves they use for entertainment. If this doesn't go as planned, you can have my prototype instrument, the guitar. Just in case, abandon this hideout if someone leaks its location. I love you, Ellie." After reading, she opens the box to see an instrument she has never seen before. This must be the guitar the note talks about. Looking around the room, she comes across a music book that explains how to play it and some papers talking about all the terrible things the king has done in Humbler. Over the next few weeks, Blossom secretly practiced this instrument every day. She learned how to play the guitar and even started planning to finish the mission the Punkers didn't, but she had to find more people to join the cause. One day, she had an idea to find people in Humbler that were wronged by the king. After a year, she found over 200 people to join the case. They spoke of rebellion, of helping free the people from the king's rule. The people loved the music she created using the guitar and encouraged her to perform in front of them. Despite her nerves, Jade took the stage and played her heart out. The crowd went wild, cheering and shouting her name. At that moment, Blossom knew that she had found her calling. However, something still needed to be added to a name for this type of music. She finally came up with the name "Punk Rock" This music would lead to change.
Punk Punch
At 3rd level, spending a level 1 spell slot you shard on your magical guitar strings that unleash a magical fist out 10ft in one direction of your choosing. Anyone in that 10ft has to make a Dexterity Saving Throw or take 1d10 Thunder damage and is pushed back 10ft. If they succeed in the saving throw they take half the damage and aren't pushed back.
As you level up you can then spend higher spell slots to increase its distance and damage.
2nd spell slot- 15ft and 2d8 Thunder damage
3rd spell slot- 20ft and 3d8 Thunder damage
4th spell slot- 25ft and 4d8 Thunder damage
5th spell slot- 30ft and 5d8 Thunder damage
6th spell slot- 35ft and 6d8 Thunder damage
7th spell slot- 40ft and 7d8 Thunder damage
8th spell slot- 45ft and 8d8 Thunder damage
9th spell slot- 50ft and 9d8 Thunder damage
Break the Chain
You have the blood of anarchy run through your veins to help you from being controlled and tied down. At 6th level, you have advantaged to being charmed, frightened, and magically put to sleep.
For the Revolution
Your heart beats to the sound of the tide turning. When you yell out to your allies, your voice sounds like thunder. Your eyes turn bright red after hearing the yell. Everyone's blood boils, and enemies feel a rumble when you walk. At 14th level, You can rile up your companions in the heat of battle, temporarily freeing them from their limitations. You can empower up to 4 allies (including yourself) that can hear you and are no more than 30ft away. You give them 3d8 thunder damage to all unarmed strikes or melee attacks, and they can move without provoking opportunity attacks which last for 1 minutes. You regain this ability when you finish a long rest.

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