Bard
Base Class: Bard

This subclass is one of those 4 AM ideas that wildly spiraled out of control, but even then, I liked the core concept enough to actually put it to text & develop it somewhat properly. Hopefully it's still as good as it seems now when I wake up the next day-

Also, this subclass is full of song references, the sources of which will be shown below;

  • Canned Heat - song by Jamiroquai
  • One Party Under a Groove - a reference to One Nation Under a Groove, an album & song by Funkadelic
  • Play That Funky Music - song by Wild Cherry
  • Shakey Ground - song by The Temptations
  • Mr. Big Stuff - song by Jean Knight
  • Superstition - song by Stevie Wonder
  • That's What Friends Are For - song originally by Rod Steward, but famous for the various covers by Dionne Warwick, Elton John, Gladys Knight & Stevie Wonder

 

1.2 change: added a "minimum of 1" clause to That's What Friends Are For, to prevent lower rolls being reduced to 0

Canned Heat

When you join the College of Groove at 3rd level, you gain additional movement speed equal to 5 times your Proficiency Bonus

E.g. a 4th Level Groove Bard would have an extra 10 feet of movement, but when they reach level 5, it increases to 15 feet of movement

One Party Under a Groove

Also at 3rd level, you learn how to use the universal ties of funk to transport your magics before they activate.

Whenever you cast a bard spell on your turn, you can cast it as if you were in an ally's space, instead of your own, provided they're within 20 feet of you*. You can do so a number of times per day equal to your charisma bonus, and you regain all expended uses when you finish a long rest.

*this range increases to 60 feet when you reach 14th Level

Play That Funky Music

At 6th level, you learn to better apply groovy moves to magically persuaded creatures, as well as those influenced and inspired by your own funky musings.

When you or an ally within 20 feet of you cast a spell that applies the Charmed condition, you can choose to apply an additional effect from the list below;

  • Shakey Ground: The charmed creature(s) have their movement speed reduced OR increased by 10 feet
  • Mr. Big Stuff: The charmed creature(s) have advantage on Strength OR Constitution checks & saving throws
  • Superstition: The charmed creature(s) become Frightened of a creature of your choice

These additional effects last until the Charmed condition ends, and you can only apply one effect per spell. Additionally, the additional effects can only be applied to an amount of spells equal to your Charisma modifier at one time. If you surpass this limit, the first effect is dispelled, even if the charm remains.

Lastly, you can also use this feature on a willing target by spending a Bardic Inspiration die, with the effect lasting for an amount of minutes equal to the dice roll.

That's What Friends Are For

Starting at 14th level, your very presence & energy is enough to gift a lucky few allies a fragment of your magical musical mastery. If an ally within 60 feet has Bardic Inspiration given by you, they can cast expend it to cast a bard spell from your list of known list of spells, at a level equal to half a roll of the Bardic Inspiration, rounded down. (minimum of 1)
If the ally using this feature has spell slots of their own, they can choose to expend their own slot. Otherwise, one of your spell slots gets expended. If you don't have a spell slot of that level, you take a d8 of Necrotic damage for each level of the spell. (e.g. 3d8 for a 3rd level spell)

This effect can be used an amount of times equal to your charisma modifier, and each ally can only use it once per long rest, even if they get a new Bardic Inspiration. This ability & your ally's ability to use it recharges on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2022 6:07:45 AM
6
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes