Base Class: Bard
Flashing lights and immense noise, the school of Thunderstruck teaches anarchy, rebellion, and the power to thrash. Its performance is loud and volatile, leading only those brave or insane enough to run wild. In addition to its electric atmosphere, the power of this college seems to rain heaven onto earth, like a storm.
The typical tools of a Thunderstruck bard vary greatly from what is typical. Many instruments become infused with magic, enhancing their sound and destructive tendencies. It takes a strong will to wield such an instrument.
Electric Insignia
When following the school of the Thunderstruck at 3rd level, you can use your Bonus Action to Energize your instrument with immense lightning for 60 seconds. While Energized, your spell attacks inflict Lightning damage instead of their specified Damage type, also increase that damage by 1d4 on the first successful Spell attack of your turn.
The additional damage dealt by Energized spells increases when you reach certain levels in this class, becoming 2d4 at 6th level, 3d4 at 10th level and 4d4 at 15th Level.
In addition, you gain access to the spells Thunderwave, Thunderclap and Shatter as additional spells, if you did not have access to them already.
Amped Performance
At 3rd Level, your control over magic becomes masterfully erratic and unstable.
When casting a Spell Attack that has a specified Area of Effect, you can expend 1 of your Bardic Inspiration die to double the area affected by the spell. You cannot use this feature again until after you complete a short rest.
The Show Must Go On
Your killer music can energise the most exhausted body, and rouse the most broken spirit.
starting at 14th Level, when an ally that can hear your instrument drops below 0hp, you can expend 1 Bardic Inspiration die to heal them by an amount equal to your Bard die. If the ally is above 0hp after this roll, they are not unconscious or knocked Prone. Also, you may give them an Inspiration.
If an ability would automatically kill a target, such as with Power Word: Kill, you can use this ability to prevent the death in the same way, however the ally would be knocked unconscious and cannot gain Inspiration in that case.
Overclock
You gain the ability to wildly overcharge your weapon with electrical energy.
Starting at 6th Level, when making a Spell Attack with your instrument that is energized by the Electric Insignia ability, you can automatically maximize the damage dealt by that Spell Attack, but you must take Lightning damage equal to half of the damage taken by the target, excluding the additional Lightning damage dealt by the Electric Insignia ability. You can only use this ability once per short rest.
If the Spell Attack requires a Saving Throw and the target succeeds, damage is still halved or ignored by the target, regardless of this ability's use. Also, if there are multiple enemies that take damage with the Spell, you must take the highest amount of damage possible by this ability.
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