Base Class: Bard
Bards of the College of Rock are loud and aren't afraid to make a scene. These bards play music that fills the entire room and beyond, putting more energy into their songs than any other type of bard. Those who hear the music played by bards of the College of Rock are sometimes disturbed at first, but cannot resist eventually enjoying it. These bards give energy to their allies and strike fear in the heart of their enemies. They don't care how people view them, or how 'aggressive' they might seem. Self-expression and doing what they want is above all.
Arcana Guitar
At 3rd level, your bardic focus turns into an Arcana Guitar. This guitar cannot be destroyed, and if lost will return to you via magical means. If it cannot be recovered, you must complete a 1-hour ritual to gain another. On this Arcana Guitar you have Riffs, certain cords you can play that each have their own magical effects. To play one of these riffs, you must expend a use of your bardic inspiration.
Riffs
Cord of Distraction
As a reaction, you can play this cord to subtract a number equal to the result of a roll on your bardic inspiration die from an attack roll. You can also use this cord to lower the DC of an enemy ability once or raise the DC of an ally's ability once.
Cord of Performance
As an action, you can break an enemy's concentration on something with a Charisma (Performance) roll against the enemies' passive Wisdom (Perception) score. On a successful roll, the enemy breaks concentration. If the concentration was on a spell, they take a number of d6 equal to your proficiency bonus of psychic damage and must make a Wisdom saving throw against your spell save DC or be stunned for 1 round.
Cord of Fear
As an action, you can make a Charisma (Intimidation) check against a creature's Wisdom saving throw to attempt to make them afraid of you and your allies. On a successful roll, the enemy become frightened of you and all your allies for 1 minute, to which at the end of they may repeat the saving throw, keeping the condition for another minute if they fail and ending it if they succeed. The DC for these later saving throws is equal to the result of your Charisma (Intimidation) check.
Cord of Noise
As a bonus action, you release a large soundwave. Enemies must make a DC = your Charisma + proficiency bonus + roll of your bardic inspiration die Strength saving throw or be pushed back 5 feet. Until the end of your next turn, your allies' attacks, magical or non-magical, deal an extra thunder damage of a number of dice the same as your bardic inspiration die equal to half your proficiency bonus rounded down. For example, a level 5 bard with a proficiency bonus of 3 and a bardic inspiration of d8 will give their allies 1d8 extra thunder damage to all their attacks.
Bonus Proficiencies
Also at 3rd level, you gain extra proficiencies. You gain proficiency in medium and heavy armor, and in martial weapons, as well as firearms.
Instrument of Destruction
At 6th level, when making a melee or ranged martial attack, you can attack with your Arcana Guitar instead, using the same stats as a greataxe for melee and heavy crossbow for ranged. The damage for attacks made with your Arcana Guitar count as thunder damage. You may use your Charisma modifier instead of Strength of Dexterity for the attack and damage.
Master of Music
At 14th level, you gain +2 to your Charisma score and +2 to your maximum possible Charisma score. Additionally, you gain 1 extra spell slot in every spell level. You must have a spell slot given to you by your class spell casting table in order to gain the extra spell level.
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