Bard
Base Class: Bard

The College of Thunder is a very unique college. It focuses on pure strength and power, and sometimes destruction. Bards who are part of this college are skilled in spells that cause destruction and mayhem. They do not focus on healing or helping others, but on completely annihilating their enemies with the power of sound.

Most bards of this college are also very skilled in melee combat, and use their magic to empower their attacks. Their fighting combined with their magic can be very powerful, and some experienced Thunder bards are even capable of killing a very powerful monster with just a single blow. 

Many Thunder bards are not loyal to anybody but themselves. Most of these bards are adventurers, either for the fun or for the money. Some are even soldiers, using their magic to gain the upper hand in battle. Others are villains, using their magic just for pure destruction, and some Thunder bards use this magic as service to a deity (or demon).

Bonus Proficiencies

When you join the College of Thunder at 3rd level, you gain proficiency in martial weapons. 

Boom Boom

Starting at 3rd level, you have learned to use sound to your advantage. As an action, you can take out your sword (or other such weapon), and make it absorb all sound within 30 feet of it. It takes the weapon 3 rounds to do so. During those three rounds, sound does not work in the 30 foot area. Nothing makes any sound. Absorbing the sound requires concentration. If you take any damage during the time you are absorbing sound, your concentration is broken and you must start all over again. After the 3 rounds, the weapon begins to vibrate violently. In the next minute, if you hit a creature with the weapon, the creature takes 4d8 thunder damage in addition to the normal damage it takes. The weapon then emits an echoing boom, being audible up to 100 feet away, and the creature must make a Constitution saving throw (the saving throw DC is your spell save DC), becoming stunned, deafened and falling prone on a failed save. Any creature within 10 feet of you must make this saving throw as well when the weapon makes the Boom. 

Doing this is also very mentally taxing. Using this feature once before finishing a long rest does nothing to you, but anytime you use this feature more than once before finishing a long rest, you gain 1 level of exhaustion. Each time you finish a long rest, you lose one level of exhaustion.  

When you reach level 6, the damage increases to 5d8, at 9th level it increases to 6d8, and at 14th level it increases to 7d8. Also, at 6th level, it takes only 2 rounds for the weapon to absorb the sound, at 9th level it only takes one round, and starting at 14th level, it only requires an action. 

 

 

 

 

 

Echo

At 6th level, you have learned to manipulate sound in a way to disorient your enemies. As an action, you can make all sound within 50 feet of you take on an echoing, distracting quality. This effect lasts for 5 rounds. You can pick up to 3 creatures to be unaffected by this feature. While a creature is within 50 feet of you, it has disadvantage on attack rolls, disadvantage on ability checks to maintain concentration on a spell, and has disadvantage on Wisdom (Perception) checks that rely on hearing. Each creature that is within the 50 foot radius must also make a Wisdom saving throw on each of its turns. If it fails the saving throw, it takes 2d4 psychic damage as a result of the confusion and disorientation caused by the echoing. Also, while this is in effect, your voice sounds very deep and echoing, and can be heard from up to 100 feet away. 

You can use this feature once. You regain uses when you finish a long rest. Starting at 10th level, you can use this feature twice per day, and at 14th level, you can use this feature up to three times a day. 

Master of Sound

At 14th level, you have gained an inconceivable amount of knowledge about sound magic. Your weapon attacks deal an additional 2d8 thunder damage, any spell you have that deals thunder damage deals an additional amount of damage equal to 10 + spellcasting ability modifier, and you gain resistance to thunder damage and are immune to being deafened. 

Also, choose two spells from the list below. You can now cast the chosen spells at will, and doing so does not use up any spell slots.

Thunderwave

Silence

Shatter

Knock

Magic Mouth

Detect Thoughts

Sending

Alarm

Command

 

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