Bard
Base Class: Bard

 Bards of the College of Rock don't just play music to entertain, it is their entire lifestyle. They are often creating new music that resonates within a persons whole body. The volume is loud, the lyrics are relatable, and their presence is dynamic. They have turned themselves into sonic weapons and popular rock stars!

Volume at 11

3rd level College of Rock feature

You have surrounded yourself with deafening music. Starting at 3rd level, you gain resistance to thunder damage. In addition you can't be deafened.

Aria of Power

3rd level College of Rock feature

People marvel at the strength and power your voice holds. Beginning from 3rd level, you learn to manipulate your voice with certain techniques that lend you a magical edge in battle, known as Arias. You learn three Arias of your choice from the options below. Every time you use an Aria, you expend one use of your Bardic Inspirations. You can use only one Aria per turn. The target of the Aria must be able to hear you for the effect to take place. If an Aria requires a saving throw, its DC is equal to your Bardic spell save DC. Unless stated otherwise in the Aria's description, if you are concentrating on a spell, you must make a concentration save before using an Aria, the DC of which is equal to 10+ the spell slot consumed for the spell.

You learn two additional Arias at level 6 and another one at level 14. You can change which Arias you know whenever you gain a level in this class.

Accelerando (Level 14):

You can use your bonus action to give one target of your choice within 30 ft. of you (including yourself) the following effects until the start of your next turn:

  • Double their movement speed
  • Advantage on Dexterity Saving throws
  • An additional action that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Accuretezza:

When you or an ally within 30 ft. of you misses with an attack, you can use your reaction to roll a bardic die and add the result to the attack roll, making it potentially hit.

Amore (Level 6):

When you cast a spell that charms a creature, you can use your reaction to lower their advantage against charm and a creature must roll normally against a save that causes it to be charmed. Monsters normally immune to charms who fail a save in this way must still pass the saving throw to remove it. This effect lasts until the end of your next turn.

Bellicoso (Level 6):

 When you succeed on a a melee weapon attack, roll of your bardic inspiration dice and add the number rolled as thunder damage

Bisbigliando (Level 14):

When an attack hits you. You can use your reaction to cast Mislead without spending a spell slot.

Bravura (Level 6):

When you or an ally you can see within 60 ft. take an attack of opportunity, as part of your reaction you can spend a Bardic Inspiration and have you or your ally move up to half your movement speed toward the target.

Decelerando (Level 14):

You can use your action to force a target within 30 ft. of you to make a Charisma save. On a failure, they are under the effects of the Slow spell till the start of your next turn.

Discordia:

You can use your action to make a harsh noise. A number of creatures of your choice up to your Charisma modifier within 30 ft. of you must succeed on a Charisma save or become annoyed and have disadvantage on attack rolls against all targets other than you. Targets may make a Charisma saving throw at the end of their turns to end this effect.

Encore:

When you or an ally within 30 ft. of you scores a critical hit, you can use your reaction to have your ally use their reaction to immediately make an attack.

Furia (Level 14):

You can use your action to force an enemy target within 30 ft. of you to make a Wisdom saving throw. On a failure, they must spend their next turn attacking their nearest ally. If there is no one in range, they spend the turn attacking themselves.

Improvisato (6th Level):

When you fail a saving throw, you can use your reaction to roll a bardic die and add the result to your saving throw, potentially turning it to a success.

Lontano:

You can use your action to begin concentration as if you were concentrating on a spell to increase your melee attack range to 10 ft. for one minute.

Mancando:

 As an action, you can cast the spell Gentle Repose without spending a spell slot. The effects of this spell last only for an hour.

Presstissimo:

You can use your bonus action to triple your walk speed, jump height, and jump distance until the end of your current turn. During this time, attacks of opportunity against you have disadvantage.

Volante:

 You can use your bonus action to give yourself or an ally within 30 ft. of you a flying speed equal to their walking speed till the start of your next turn.

Cognitive Dissonance

6th level College of Rock feature

At 6th level, you can make music to shock others so much it leaves them vulnerable. As an action, you can send a wave of musical energy in a 20-ft cone originating from you. Each creature in this area must make a Constitution Saving Throw against your Spell Save DC, taking 3 rolls of your Bardic Inspiration Die of psychic damage on a failure and the next attack roll made against this target before the end of your next turn has advantage, half damage and no advantage on a success.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd Level or higher to use it again.

Psychedelic Punk Rock

14th level College of Rock feature

At 14th level you are instilled with a wild craze when you play your hard rock. As a bonus action you can enter a psychedelic rage. While raging, you get the following benefits:

  • Hostile creatures have disadvantage on saving throws against your bardic spells.
  • You cannot be charmed or frightened.
  • You are resistant to psychic damage
  • The minimum value of your bardic inspiration die is equal to your charisma modifier.

Your rage lasts for one minute. You exit a rage when you don’t cast a bardic spell or cantrip or give a bardic inspiration die before the end of your next turns, when you are incapacitated, when you fall unconscious, or as a bonus action. You can use this feature a number of times equal to your charisma modifier. You regain all uses after a long rest.

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