Base Class: Bard
Despite the limitless potential Bards are capable of with their musical instruments, some take it a step further. Forgoing the traditional methods of instrumental performance, Bards of the College of Funkin' instead use the power of rap itself to goad their enemies into a performance duel of rhymes, insults, and even martial prowess to show who is the best singer. Think you got what it takes?
Freshest in the Game
Starting at 3rd Level, you gain proficiency in performance. If you are already proficient in performance, you instead gain expertise with it (does not stack with similar features). Additionally, you learn the Mind Sliver and Vicious Mockery cantrips, and you gain the fabled Microphone.
Microphone - 1d4 bludgeoning, finesse, light, reach, Special
Special - The Microphone can be used as a Spellcasting Focus. Whenever a creature makes a saving throw to resist the effects of a spell cast through your Mic, you can subtract your Charisma modifier from that creature’s roll. You may use this feature once per long rest.
Ready? Set? Go!
Starting at 3rd Level, you gain the ability to throw down against any adversary in a duel of rap. As a bonus action, you can expend one of your Bardic Inspiration die and choose a creature within 15 ft to engage in a Rap Battle. The target must make a Wisdom Saving throw, from which you subtract the roll from your Bardic Inspiration die. On a failed save, they fall under the effects of the Compelled Duel Spell. Once under the effects of the spell in this way, both you and the creature engage in a Rap Battle.
A Rap Battle is a competition where both you and the opponent must make Charisma Saving throws where the higher roll wins the round. Each Rap Battle round takes up the turn of either you or the opponent, and once a Rap Battle is started, it cannot be stopped unless it is interrupted. Furthermore, neither you nor the opponent can use their action or bonus action for the duration. The battle is interrupted if the participants can no longer see or hear each other, or if one of them is hit by an attack or harmful spell.
Upon the end of a rap battle, the victor gains a status buff called Hype, which grants the creature a +2 to all rolls and 3d6 Temporary HP. The loser, on the other hand, takes 3d10 force damage and suffers the status effect Blue-Balls, which makes them suffer a -2 to all rolls. The respective buff and debuff last for a number of rounds equal to half your charisma rounded up (minimum 1 round).
Depending on the CR of the Creature, the length of the Rap Battle will be determined by a best-of score:
- CR 4 and below: Best-of-Five (5 Rounds, 3 Rounds to win)
- CR 5-9: Best-of-Seven (7 Rounds, 4 Rounds to win)
- CR 10 and above: Best-of-Nine (9 Rounds, 5 Rounds to win)
Additionally, creatures of CR 10 and above can make one attack at the end of each round.
Tight Bars
At 6th Level, the Rap Battles become more bombastic as both you start incorporating your abilities to one-up each other. During a rap battle, you can expend a Bardic Inspiration die to inflict a gimmick note against your opponent from the following:
- Danger Notes: Make a weapon attack roll against the opponent.
- Health Drain: The opponent must make a separate Constitution Saving Throw (DC 15). On a failed save, the opponent takes 1d6 + CHA Mod Force damage at the start of each round. This effect does not stack.
- Pushback: When you win a round, subtract your opponent’s next roll by an amount equal to your Charisma modifier (minimum of 1).
- Dodge Notes (CR 10 and above only): Negate an attack if it’s a hit.
- Jackhammer Notes: Before you roll, declare your roll as a Jackhammer Note. Doing so forces the opponent to roll with disadvantage.
Set the Stage
At 14th Level, the intensity of Rap Battles becomes so vibrant that they begin to warp and shape the environment around you and your opponent. At the start of the rap battle, the environment around you within a 30 ft radius physically changes to grant one unique gimmick to the fight:
- Performance Stage: The area transforms into an empty performance stage with spotlights shining down on both combatants. Whenever a creature wins a round in a rap battle, the victor of the round “takes the spotlight”, gaining +2 to their Rap Battle Saves.
- Limousine Drive: The area transforms into a highway as you and your opponent stand on a limousine speeding through it. At the end of every round in a rap battle, both participants must make a DC 12 Dexterity Saving Throw. On a failed save, the creature takes 1d8 bludgeoning damage.
- Military Zone: The area transforms into a desert yellow military station, surrounded by armed soldiers aiming their weapons at you. At the end of a rap battle, in addition to the 3d10 force damage they take, the loser takes an additional 3d6 piercing damage.
- Nevada: The area transforms into a grey wasteland ravaged by combat and madness. Throughout the Rap Battle when either participant attacks the other they may deal an additional die of damage.
- Burning Green Hills: The area transforms into grassy plains surrounded by flames and the bodies of deceased animals. After each round in a Rap Battle, both participants must succeed on a DC 12 Wisdom saving throw or suffer a -2 penalty to their next Rap Battle roll.
Previous Versions
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3/23/2022 1:40:22 AM
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7/28/2024 5:43:44 PM
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