Bard
Base Class: Bard
Bards from the College of Rock channel the raw, primal energy that courses through the veins of the most electrifying rock performances. Their music is not just heard; it’s felt deep in the bones of all who listen. They learn that rock is more than a genre; it’s an attitude—a rebellious, fearless pursuit of truth and freedom expressed through the unbridled power of performance. Members of this College turn their concerts into cathartic rituals where the audience doesn't just watch but participates, pumping fists, clapping hands, and stomping feet.
 
More than just musicians, these bards are the heart and soul of any party, using their charismatic energy to lead others, inspire courage, and even intimidate foes. They are cultural icons and rebels, often at the forefront of social change and political upheaval, wielding their music as both a weapon and a rallying cry. A bard of this college knows that rock and roll isn’t just about breaking the rules—it's about creating something so loud and undeniable that the world can't help but stop and listen.
 

Power Chords

3rd-level College of Rock feature

Your understanding of the visceral impact of rock and the power of a perfectly executed power chord reaches new heights. When you use your Bardic Inspiration, you channel the spirit of rock concerts where every note reverberates through the crowd, affecting not just one but many.

Instead of choosing a single target, you unleash a powerful chord that inspires a number of creatures equal to your Bard level. Within the next 10 minutes, any affected creature can roll the Bardic Inspiration die and add the number rolled to one ability check, attack roll, or saving throw they make. Once the Bardic Inspiration die is rolled, the power of the chord dissipates, and it is lost for all remaining creatures.

Openning Act

3rd-level College of Rock feature

Starting at 3rd level, as a member of the College of Rock, your stage presence and charisma dramatically enhance your reflexes and readiness. You gain a bonus to your initiative rolls equal to your Charisma modifier, allowing you to take center stage in combat with the same swiftness you take to the stage in a performance.

For Those About to Rock. Once per long rest, when you use your Power Riff ability, all allies within 20 feet of you who haven't taken their first turn yet in this combat gain a number of temporary hit points equal to your Charisma modifier. For as long as they have these temporary hit points, they can add 1d4 to all attack rolls or saving throws.

Through the Fire and Flames

At 6th level, you master the art of fueling the flames of battle with the searing notes of a guitar solo. When you activate this ability, you begin an intense musical performance that requires your complete focus and concentration, as if you were concentrating on a spell. This performance lasts for 1 minute.

Choose a number of allies within 60 feet of you equal to your Charisma modifier. For the duration of this ability, whenever any of the chosen allies within range take damage from an enemy attack, you can use your reaction to cast Hellish Rebuke in response without expending a spell slot targeting the attacking creature. 

Once you use this feature, you can’t use it again until you finish a long rest.

We will Rock You!

At 14th level, you master the art of rallying your allies with the pulsating power of rock. You learn to summon a thunderous rhythmic beat that reverberates through the battlefield, instilling vigor and courage in your companions.

As a bonus action, you can activate this ability filling the air with a booming beat. Each ally within 60 feet of you can immediately use their reaction to make one weapon attack, adding a bonus equal to your Charisma modifier to both the attack and damage rolls. The surge of adrenaline and rhythm also enhances their defensive maneuvers, increasing their AC by 2 for 1 minute.

Once you use this ability, you can’t do so again until you finish a short or long rest.

College Of Rock Image

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