Bard
Base Class: Bard

(All credit to Rooster Homebrew, just added some changes, balances, and names for abilities that may be easier to use at the table if you want to use this for a more "serious" campaign, serious used with HARD quotation marks)

Famed for their hulking frames and cocksure strut, the bards of the College of Swagger are dedicated to building (and flaunting) their own physiques. These entertainers put their muscles to work in circus acts, gladiatorial bouts, contests of strength, or anywhere else they can bask in the roar of the crowd.

These bards take their pursuit of muscular perfection seriously, taking every opportunity to parade and show off their bodies, whether someone asked them to or not. What these individuals lack in self-awareness and humility, they more than makeup in raw, physical power.

Bards of this college often adopt pseudonyms that help them play to a crowd. At your option, you can pick from or roll on the Stage Name table to create your character's onstage persona.

Bardic Brawn

When you join the College of Swagger at 3rd level, you have turned pumping iron into an art form. Your herculean physique grants you the following benefits:

  • You can use your beefy physique, or any melee weapon that you are proficient with, as a spellcasting focus for your bard spells.
  • While you aren't wearing armour or wielding a shield, your AC equals 10 + your Strength modifier + your Charisma modifier.
  • Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or ability check using Strength as a bonus action. This can be an attempt to grapple or shove a creature.

Suave Showboating

Also at 3rd level, your swaggering charisma and displays of physical power can distract your enemies and inspire your allies.

When you make an unarmed strike or ability check using Strength, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your total. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

If the attack hits or the ability check is successful, you use one of the following Showboat options of your choice. You can use only one Showboat option per turn.

Tag Team. Your feat of strength inspires a single creature other than you that can see you within 30ft. The chosen creature gains temporary hit points equal to the number you rolled on the Bardic Inspiration die + half your bard level + your Charisma modifier.

Force of Personality. You attempt to frighten a single hostile creature that can see you within 30ft with your menacing presence. The target must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the number you rolled on the Bardic Inspiration die and be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Smack Talk. You taunt an opponent that can see and hear you within 30ft, infuriating them and psyching yourself up. You gain temporary hit points equal to the number you rolled on the Bardic Inspiration die + your Charisma modifier, and the target must succeed on a Wisdom saving throw against your spell save DC. If it fails, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Inspirational gains

 Starting at 6th level, your godly feats of strength inspire others to end their maladies. When you succeed on an ability check, saving throw or attack roll using Strength, one ally who can see or hear you can immediately end one blinded, deafened, grappled, stunned or restrained condition afflicting it. You can use this feature once per short rest.

Extra attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Extreme Gimmick

At 14th level, you can expend one use of your Bardic Inspiration as a bonus action to strike a glorious pose and say your catchphrase, inspiring your allies to peak performance. Up to ten creatures of your choice within 60 feet of you that can see and hear you gain temporary hit points equal to the number rolled + your Charisma modifier and have advantage on attack rolls and saving throws until the start of your next turn.

Previous Versions

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7/21/2023 3:41:39 AM
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7/21/2023 3:43:17 AM
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