Base Class: Bard
You aren't like the other bards. Instead of elegance of speech, calming music, or charlatan subtleties, your art is loud and in-your-face. Many may be disgruntled or even offended at your art, but you just don't care. No matter how many towns you are chased out of, how many other bards try to discredit you, or how many noise complaints you get, your art is one that you will never stop performing.
Thunderstruck
Starting at 3rd level, each creature that is hit by or fails a saving throw against one of your spells takes an additional amount of thunder damage equal to a roll of your bardic inspiration die.
Bad Company
At 3rd level, you can perform a 1 hour ritual, combining one weapon and one instrument of your choice into your electric instrument. This electric instrument can be both wielded as a weapon or played as an instrument, or used as a spellcasting focus for your bard spells. While the weapon and instrument are combined into your electric instrument, you gain proficiency with both.
Duality
Also at 3rd level, your music is a pleasantry to some but a heresy to most. Whenever an ally rolls one of your Bardic inspiration die, they can choose a creature within 30 feet of them and subtract half the number rolled on the die (rounded down, minimum of 1) from the next attack roll, ability check, or saving throw that creature makes.
Live Wire
At 6th level, you can utilize your ear-splitting performance in close quarters combat. Whenever you land a successful melee attack against a creature, that creature takes additional thunder damage equal to a roll of your bardic inspiration die. This damage is doubled on a critical hit.
Jailbreak
Also at 6th level, your performances become even louder than before, almost impossibly loud. You become resistant to certain effects that could be used to cancel out your spells. If a spell or other magical effect would prevent you from casting a spell. (such as silence or counterspell) or would interrupt the duration of one of your spells (such as remove curse or dispel magic) you can make a Charisma saving throw against the opposing spellcasters Spell Save DC. On a success, you ignore whatever spell or magical effect was preventing you from casting or interrupting your spell. This feature does not apply to concentration checks or magic-removing effects such as antimagic.
Symphony of Destruction
At 14th level, your music channels a symphony of pure destruction and carnage. Whenever you make a successful weapon attack against a creature or a creature is hit by or fails a saving throw against one of your spells, it now take thunder damage equal to 2 rolls of your bardic inspiration die.
Additionally, whenever you land a weapon attack or cast a spell, any creature of your choice within 60 feet of you takes thunder damage equal to a single roll of your bardic inspiration die. A creature can only take the thunder damage from this feature once.
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Posted Mar 31, 2024Author's Note:
With this subclass, I wanted to make an effective damage dealing bard while maintaining the flavor of heavy metal and rock songs. For the eagle-eyed among you, you will also notice I named all of the subclass features out of metal or rock songs. I also wanted to make the bard able to use both weapons or spells to deal damage, which is the purpose of the Bad Company feature that allows you to combine a weapon and instrument into 1. Also, the Jailbreak feature works on overcoming the inability to cast spells while raging as a Barbarian by succeeding a Charisma saving throw, just against your own spell save DC, so now is the perfect time to make that Bardbarian you've always wanted to make. (The same would apply if you yourself cast the Silence spell or another spell that would cancel one you are casting, and you would make that Charisma saving throw against your own DC)