Bard
Base Class: Bard
Punk's Not Dead

Starting at 3rd level, your Bardic Inspiration can be used to invigorate someone before they are struck. As a reaction, when hit with an attack but before damage is declared, a creature with Bardic Inspiration can choose to expend it, rolling a Bardic Inspiration die + Bard's CHA mod, and healing that many hit points, not exceeding their maximum hit points.

Power to the People

Also at 3rd level, you've learned how to push peoples buttons and get a reaction out of them. You gain advantage on persuasion and deception checks against any creature you have given a bardic inspiration within the last 24 hours.

Break the Unbreakable

At 6th level, your control of the chaos in sound allows you to interfere with the world around you, as your songs to pull at the seems of reality itself. When a creature you can see within 30 ft. makes an attack roll but before the results are declared, you can expend a use of Bardic Inspiration as a reaction, attempting to disrupt the action. The target of this ability must succeed on a Charisma saving throw equal to your spell save DC, or the attack fails regardless of the original outcome. On a success, the original outcome of the attack is applied. This ability can be used a number of times equal to your proficiency modifier per long rest.

Rebel Yell

Also at 6th level, once per day, you are able to further ignite your allies will to fight through powerful performance. When starting this performance, and at the start of every turn while it continues, allies other than yourself within 30 ft. gain 1d4 + your spellcasting modifier as temporary hit points. As well, once per turn when hitting an attack from within this aura, an ally other than yourself may choose to roll 1d6, dealing that much additional thunder damage and amplifying the sound of the strike. This effect lasts every round you are able to continue performing after activating it, up to 1 minute. Any time you receive damage while performing, you must roll a Dexterity saving throw whose DC is equal to half the damage taken or 10, whichever is higher. On a success, the performance and associated effects continue. On a failure, the effects of this ability end.

Hear the People Sing

By 14th level, your ability to sway the actions of others has become a force to reckon with. Any creature with an unused Bardic Inspiration die when Rebel Yell is activated is able to join the performance, extending its effective are to include anywhere within 10 ft. of that creature. A creature occupying the space of multiple instances of the aura only gains its benefits once. The caster is still excluded from being targeted by the benefits of this spell, even while inside the range of another creature relaying the ability. The effects of this ability end if the Bardic Inspiration die is used or if Rebel Yell ends.

Punk's Not Dead

3rd-level College of Dissonance feature

Starting at 3rd level, your Bardic Inspiration can be used to invigorate someone before they are struck. As a reaction, when hit with an attack but before damage is declared, a creature with Bardic Inspiration can choose to expend it, rolling a Bardic Inspiration die + Bard's CHA mod, and healing that many hit points, not exceeding their maximum hit points.

Power to the People

3rd-level College of Dissonance feature

At 3rd level, you've learned how to push peoples buttons and get a reaction out of them. You gain advantage on persuasion and deception checks against any creature you have given a bardic inspiration within the last 24 hours.

Break the Unbreakable

6th Level College of Dissonance Feature

At 6th level, your control of the chaos in sound allows you to interfere with the world around you, as your songs to pull at the seems of reality itself. When a creature you can see within 30 ft. makes an attack roll but before the results are declared, you can expend a use of Bardic Inspiration as a reaction, attempting to disrupt the action. The target of this ability must succeed on a Charisma saving throw equal to your spell save DC, or the attack fails regardless of the original outcome. On a success, the original outcome of the attack is applied. This ability can be used a number of times equal to your proficiency modifier per long rest.

Rebel Yell

6th-level College of Dissonance feature

Also at 6th level, once per day, you are able to further ignite your allies will to fight through powerful performance. When starting this performance as an action, and at the start of every turn while it continues, allies other than yourself within 30 ft. gain 1d4 + your spellcasting modifier as temporary hit points. As well, once per turn when hitting an attack from within this aura, an ally other than yourself may choose to roll 1d6, dealing that much additional thunder damage and amplifying the sound of the strike. On subsequent rounds after starting this performance, you may spend a bonus action to continue, up to 1 minute. Any time you receive damage while performing, you must roll a Dexterity saving throw whose DC is equal to half the damage taken or 10, whichever is higher. On a success, the performance and associated effects continue. On a failure, the effects of this ability end.

Hear the People Sing

14th-level College of Dissonance feature

By 14th level, your ability to sway the actions of others has become a force to reckon with. Any creature with an unused Bardic Inspiration die when Rebel Yell is activated is able to join the performance, extending its effective are to include anywhere within 10 ft. of that creature. A creature occupying the space of multiple instances of the aura only gains the benefits once. The caster is still excluded from being targeted by the benefits of this ability, even while inside the range of another creature relaying the ability. The effects of this ability end if the Bardic Inspiration die is used or if Rebel Yell ends.

Previous Versions

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