Base Class: Bard
In the hallowed halls of the College of Bass, bards find themselves drawn to the deep and resonant mysteries of the musical world. This subclass is dedicated to harnessing the power of low-frequency vibrations, infusing their performances with a pulsating energy that captivates and enraptures their audience. The College of Bass beckons bards to plunge into the depths of sound, weaving magic through the vibrations that connect the very fabric of the musical world. Whether charming their way through diplomatic endeavors or unleashing thunderous attacks on the battlefield, these bards leave an indelible mark with their low-frequency prowess.
Sonic Resonance
Upon choosing the College of Bass at 3rd level, you gain proficiency with the bass guitar, a magical instrument that emits powerful vibrations. When playing the bass guitar, your performance can be heard clearly up to 300 feet away, allowing your melodies to reach far and wide.
Bass Instincts
Your connection to the bass frequencies grants you an uncanny ability to sense vibrations in your surroundings. You gain advantage on Wisdom (Perception) checks that involve detecting hidden creatures, secret doors, or other concealed objects, as the subtle vibrations reveal their presence.
Resonant Echo
Your music takes on an otherworldly quality, creating echoes that linger in the air. When you cast a spell of 1st level or higher that deals thunder damage, the affected creatures have disadvantage on their saving throws against the spell. Additionally, as a bonus action, you can create an echo of your last musical note, producing a faint but haunting melody that persists for 1 minute.
Bass Drop
At 14th level, you master the ultimate expression of your musical prowess. Once per long rest, as an action, you can unleash a powerful Bass Drop. All creatures within a 30-foot cone in front of you must make a Constitution saving throw against your spell save DC. On a failed save, they take thunder damage equal to 6d8 + your Charisma modifier and are stunned until the end of their next turn. On a successful save, they take half damage and are not stunned.
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