Base Class: Bard
The College of Fury was born in the industrial heart of Drakovia, in the city of Steelsong. This gritty, war-torn port city is known for its industrial areas, where metal and magic intertwine to create the instruments of the future. The College's bards channel the raw energy of the city, blending aggressive music with Arcanotechnology to create a new sound—one that electrifies the soul and stirs the spirit of rebellion. From Steelsong, the College has spread like wildfire, finding fertile ground wherever youthful energy bristles against the status quo.
Bonus Proficiencies
When you join the College of Fury at 3rd level, you gain proficiency with martial weapons and one tool of your choice: Tinker's tools or Smith's tools.
Sonic Pulse
When you join the College of Fury at 3rd level, you learn to channel your music into powerful, aggressive waves of energy. When you use your Bardic Inspiration, you can choose to unleash a Sonic Pulse as part of the same bonus action. The target of your Bardic Inspiration can add the die roll to any attack roll, ability check, or saving throw they make within the next 10 minutes. Additionally, until the end of their next turn, their melee weapon attacks deal an additional 1d6 thunder damage.
Instrument of Fury
Starting at 6th level, your mastery of Arcanotechnology allows you to enhance your instruments to devastating effect. As an action, you can infuse one of your musical instruments with Primordy, transforming it into an Instrument of Fury for 1 minute. While using this instrument:
- You can use your action to cast Thunderwave without expending a spell slot. The damage of this spell is increased by your Charisma modifier.
- You can use your reaction to impose disadvantage on an attack made against an ally within 30 feet of you. The attacker must succeed on a Constitution saving throw against your spell save DC or be stunned until the start of their next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Moshpit
At 14th level, your music can drive your allies into a battle frenzy. As an action, you can begin a performance that lasts up to 1 minute, concentrating as if you were concentrating on a spell. During this time, any ally within 30 feet of you who can hear your music gains the following benefits:
- They can make one additional melee weapon attack when they take the Attack action on their turn.
- They have advantage on all Strength checks and saving throws.
- When they reduce a creature to 0 hit points, they regain hit points equal to your Charisma modifier (minimum of 1).
Once you use this feature, you can’t use it again until you finish a long rest.
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