Base Class: Bard
Bards within the College of Hype are masters at boosting the power and energy of themselves and their allies. With the ability to get pure energy from their music, the Bards use their publicity to punish their foes. Screams, strength, and crowds are guaranteed when you face a College of Hype Bard.
Hyper Scream
You channel your inner excitement and energy into a scream of pure force that damages your foes. As a bonus action, you expend one or more uses of bardic inspiration and scream, creating a 20 foot shockwave in every direction around you. Creatures unable to hear are immune to this ability. Allies that hear this are filled with power, and thus, when they make their next damage roll, it deals extra psychic damage equal to your CHA mod. Enemies that hear this must make a CON save against your spell save DC or take psychic damage equal to the rolls of each bardic inspiration die expended.
Raging Inspiration
Your performance stirs your allies into a chaotic frenzy, leaving your foes destroyed by your insane fury. When you use your bardic inspiration feature, the creature can choose to add the dice to a damage roll if they want. Alternatively, the creature can regain hit points equal to the roll of the dice. When a creature with bardic inspiration kills a creature with an attack roll, they can immediately after make another attack against a creature within 5 feet as a free action.
Thunderous Beats
Your music is so forceful, combined with the energy of your allies that the very ground trembles at your performance. Whenever you cast a Bard spell of 1st level or higher, your hype shakes the ground around you. Each creature within 5 feet of you takes bludgeoning damage equal to your CHA mod, and until the start of your next turn the ground around you in a 5 foot square becomes difficult terrain for anyone but you.
When you reach 14th level in this class, the range of the damage and terrain increases to 15 feet.
Shredder
You begin to play your instrument with intense force at high speeds, blasting out a continuous tune of strength and power, that bolsters your combat ability.
As a bonus action, you can expend a use of your bardic inspiration and begin playing your instrument. An aura of light surrounds you that surges your body with energy. For one minute, your speed increases by 10 feet, you can use your Charisma modifier for Strength, Dexterity, and Constitution checks and saving throws, you have a +1 to Armor Class, and you can make a second attack as part of the attack action on your turn.
Explosive Performance
Your performances cause chaotic energy to crackle and spark around you creating all sorts of hazardous environments around you as you play. Whenever you use your Shredder or Thunderous Beats feature, you can cause chaotic energy to form and spark around you, resulting in a few outcomes. Roll 3d8 and determine the outcome based on the number on each die and the table below. Any time you roll the same number on two dice, roll one again.
1:jets of flame erupt around you. Creatures within 10 feet of you must make a DEX save against your spell save dc or take 3d6 Fire damage.
2:Clouds of smoke are blasted out around you in a 10 foot sphere. Creatures are unable to see through it and have disadvantage on attack rolls against any creator within the smoke. Your rolls are not affected.
3:flashing lights appear around you, causing a blasting aura of flickering lights to blind your foes. Each creature that can see you must make a INT save against your spell save dc or be blinded for 1 minute.
4:Lightning strikes all around you in a cage-like pattern. All creatures within 10 feet of you who pass through the cage must take 3d6 lightning damage. The cage is stationary and remains for 1 minute or until you dismiss it as a free action.
5:A deep thundering blast echoes from your instrument, causing pain for those around you. All creatures in a 10 foot radius must make a CON save against your spell save dc or take 3d6 thunder damage.
6:Explosions appear around you, sending your foes flying backwards. Creatures within 10 feet of you take 1d6 force damage and are pushed back 10 feet before being knocked prone.
7: A crowd of spectral humanoids appear around you, covering 10 feet, centered on you. They jump and wave their arms, causing nearby creatures to get hit or even trampled, a large or smaller creature within that radius must make an Athletics check contested against your spell save dc, and on a failure they are grappled by the crowd, stuck in the middle and take 1d6 bludgeoning damage at the start of each of their turns in the crowd. A creature can repeat this save at the end of their turn. If they fail to exit after 5 turns, they are trampled and are reduced to 0 hit points.
8: A giant illusion appears over your head, that can be whatever you want. Creatures within 30 feet of you that can see the illusion must make a Charisma check against your spell save dc or be either charmed or frightened by the illusion(your choice). They can repeat this save at the end of each of their turns, and on a success they are immune to the illusions effects for 1 minute. The illusion lasts for 1 minute after which any creatures being affected are no longer affected.
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