Base Class: Bard
A University of Dubstep Bard is a walking fusion of rhythm and style. Usually clad in futuristic garb and high-tech headphones around their neck, they're almost always ready to unleash their sonic sorcery. With an air of cocky self-assurance, they are not just a musician but a sonic rebel, orchestrating beats that defy convention and echo the pulsating heartbeat of the future. As they move through the crowd, a subtle nod or a flick of their fingers seems to manipulate the very air, as if the world itself were an instrument at their command. The University of Dubstep bard's presence is magnetic, drawing curious gazes and eager anticipation.
When the headphones come to life, the lights synchronize with the first pulse of the bassline. The crowd falls silent, and then, as if caught in a spell, begins to move to the infectious rhythm. It's not just music; it's a sonic rebellion that resonates in every heartbeat, an invitation to break free from the mundane and join a revolution of sound.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Bass Resonance.
Also at 3rd level, You've mastered the art of manipulating soundwaves to resonate with the deepest rhythms of the cosmos. Once per short rest, you can use your bonus action and a bardic die to create a wave of Bass Resonance that extends to any creature of your choice within a 30-foot radius around you.
While active, every creature you chose within range gain temporary hit points equal to your bardic die + Charisma modifier at the start of their turn. The Bass Resonance lasts for 1 minute or until you choose to end it as a bonus action. If a creature has gained temporary hit points from the aura, they are unable to gain Temporary hit points in this way until the effect is used again.
Protective Bassline
At 6th level, you may spend a bardic die and, as an action, choose up to 6 creatures within 90 feet of you and shield them with pure music. For one minute, each creature gains a +2 to AC, and if another creature successfully hits the protected one, the attacking creature must make a Constitution saving throw equal to your spell save DC, and on a failed save, the damage of the attack is halved, and rebounded towards the attacking creature. They also become incapacitated and deafened until the beginning of their next turn.
Abso-"Lute" Chaos
Starting at 14th level, You cause a 90 foot sphere of pure chaos to erupt from you. For one minute, gravity no longer exists. While in the sphere, you may float in any direction up to your walking or flying speed, whichever is higher. At the beginning of your turn, you may cast a 1st level spell of your choice without spending a spell slot or an action.
Previous Versions
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