Base Class: Bard
Bards in the College of Rock, normally partake in more rebellious acts in their life. They often use the loud and destructive nature of this Bard College to lash out at things they believe to be unjust, something that frequently gets these Bards into trouble.
Heavy Metal
Starting at the 3rd level, when you join this Bard College, the weight of your music holds Prone a single creature within 30ft of you which you can see, they also become Deafened. Both conditions last until you break concentration or after 1 minute. You can use this feature 1 time per short rest.
The number of uses of this feature increases 1 time, and the number of creatures you can affect with this feature increases by 2 at levels 6 and 14.
Feel the Noise
At 3rd level, when you join this Bard College, you instantly learn the Thunderwave and can cast it without a spell slot. When this spell is cast, any creature caught in its radius must succeed in a CON saving throw or becomes Paralyzed until the end of its next turn. Additionally, while the creature is Paralyzed they are dealt 1D4 Psychic damage on each of their turns until no longer Paralyzed.
You can use this feature a number of times equal to your Bard level. After using up all charges of this feature it will cost a spell slot to use it again. Charges are regained after a long rest.
Metal Health
At the 6th level, any creature you have given a Bardic Inspiration die to can also roll it to add whatever they rolled +CHA modifier to their hit points. If they are at max HP, the number goes to Temporary Hit Points. The Temporary Hit Points wear off after the Bardic Inspiration die is used on a roll.
Master of Puppets
At the 14th level, the power of your music can now influence the minds of others. Once per long rest, 3 creatures you can see within 30ft of you that you choose must succeed in a WIS saving throw or be under your control. The control you have on them works mostly the same as the Command spell, but at the end of each creature's turn, they must continue to make WIS saving throws until they succeed. While under control, the creature takes 1D6 Psychic damage at the end of each of its turns until the control is lifted, only after a successful save is the control lifted.
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