Base Class: Bard
Bards of the College of Stardom are charismatic performers who use their megaphones and songs to inspire their allies and harm their enemies. They can channel their inner star power to unleash sonic blasts, dazzling effects, and catchy tunes that affect the battlefield. They are often adored by their fans and feared by their foes.
Bonus Proficiencies
When you join the College of Stardom at 3rd level, you gain proficiency with megaphones (marked as horn instrument) and light armor. You also gain proficiency in the Performance skill if you don't already have it.
Megaphone Expertise
At 3rd level, you gain expertise with megaphone (marked as horn instrument) and learn how to use a megaphone as a musical instrument and a weapon. College of stardom can use megaphone as a spell ranged weapon that deals 1d6 thunder damage and has a range of 5/120 feet. You can use your Charisma modifier instead of your Strength or Dexterity modifier for attack and damage rolls with a megaphone. You can also use a megaphone as a spellcasting focus for your bard spells.
Star Fever
At 3rd level, you gain a pool of fever power that you can use to perform and inflict various effects. You have a number of fever points equal to your Charisma modifier (minimum of 1). You regain all expended star points when you finish a long rest.
You can spend fever points to activate one of the following effects as a bonus action on your turn:
- **Sonic Blast:** You can spend 1 fever point to make a special attack with your megaphone against one creature within range. If the attack hits, the target takes an extra 2d6 thunder damage and must succeed on a Constitution saving throw against your spell save DC or be deafened until the end of your next turn.
- **Dazzling Effect:** You can spend 1 fever point to create a burst of bright light and sound from your megaphone. Each creature within 10 feet of you that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or be blinded or frightened (your choice) until the end of your next turn.
- **Catchy Tune:** You can spend 1 fever point to sing a catchy tune that affects one creature of your choice that can hear you within 60 feet of you. The target gains one of the following benefits until the end of your next turn:
- The target can make one weapon attack as a reaction when you use this feature.
- The target gains advantage on saving throws against being frightened or charmed.
- The target regains hit points equal to 1d6 plus your Charisma modifier.
Superstar Mode
At 6th level, you learn how to enter a state of heightened performance and charisma. As an action, you can spend 2 fever points to enter superstar mode for 1 minute. While in superstar mode, you gain the following benefits:
- You have advantage on Charisma checks and saving throws.
- You can use your Bardic Inspiration feature as a bonus action.
- When you use your Star Fever feature, you can affect one additional creature of your choice within range.
You can end superstar mode early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Encore
At 14th level, you can perform an encore that boosts your star fever and inspires your allies.
As an action, you can spend all your remaining fever points (minimum of 1) to activate one of the following effects:
- **Sonic Boom:** You unleash a powerful sonic wave from your megaphone in a 30-foot cone. Each creature in that area must make a Constitution saving throw against your spell save DC, taking (8d6 + additional 1d8 for each fever points) thunder damage and being pushed 10 feet away from you on a failed save, or half as much damage and not being pushed on a successful one.
- **Dazzling Show:** You create a spectacular display of light and sound from your megaphone in a (20-foot + extra 10-foot radius for each fever points) radius sphere centered on yourself. Each creature in that area must make a Wisdom saving throw against your spell save DC + additional fever points, becoming stunned until the end of your next turn on a failed save, or being unaffected on a successful one.
- **Catchy Chorus:** You sing a catchy chorus that affects up to 4 creatures of your choice (+ additional creature for each fever points) that can hear you within 60 feet of you. Each target gains one Bardic Inspiration die, which is a d12. The Bardic Inspiration die lasts for 10 minutes or until it is used.
Once you use this feature, you can't use it again until you finish a long rest.
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