Bard
Base Class: Bard

You are a bard of the college of techno, but the type of music you play may be incredibly varied. You may use magical synth instruments, an artificer-forged DJ deck, or even an electric guitar. The only connecting thread between these bards is that the music they play is often considered impossible with traditional technique, and that they have quite the flair for dramatic presentation. Sometimes inciting revolution, and sometimes celebrating peace, If something big is happening, a techno bard is in the vicinity.

In general, electronic music uses sharp tones and impossible sounds, and can be jarring, soothing, or overwhelming. Your magic reflects this, consisting of lightning, colors, lasers, and other spells that can work as incredible effects or deadly weapons. You could be an experimental artist gaining traction, the normal and practical FX for an underground rock band, or a wounded artist, blaring out against the system with your music. Your bardic inspiration represents your blood-pumping, ear-crushing music that inspires valor and strength.

For examples of instruments you can use, you can view these homebrew:

  • Electric Guitar: (dndbeyond.com)/magic-items/7781020-electro-magical-guitar
  • DJ Deck: (dndbeyond.com)/magic-items/7780745-synth-table
  • Magic Weapon Electric Guitar: (dndbeyond.com)/magic-items/7781494-thunder-axe-guitar

 

Bonus Proficiencies

When you join the College of Techno at 3rd level, you gain proficiency with medium and heavy armor, as well as one more skill of your choice.

College of Techno Spell list

The College of Techno grants you access to a list of spells that work both in a battle and a performance. In addition to those listed below, you gain Thaumaturgy as a cantrip.

 

Spell Level

Spells

1st

Color Spray

2nd

Gust Of Wind

3rd

Lightning Bolt

6th

Chain Lightning, Sunbeam

8th

Earthquake, Sunburst

 

Thunderus Applause

At any time, you may use one bardic inspiration to add a thunder aoe and chaining lightning effect to the next attack of an ally you can see. When this action is used on an ally, their next successful attack triggers the following effects:

  • All enemies in a 5ft cube around the target of the attack take 1d4 thunder DMG.
  • Roll 2d10, and if that value is greater than the target's AC, or on a value of 20, the target takes 1d6 lightning damage, and you repeat this action on the nearest enemy who has not experienced it this turn, unless no enemy fits those criteria within 10 ft, or the check fails.

Sound Blast

At 6th level, You may use an action to attempt to knock all enemies in a 6 foot cone prone and deafen them. To do so, roll for a spell attack, and If you succeed, the enemy must roll constitution against your spell save dc. On fail, they are knocked prone and deafened. This feature is usable once per short rest.

Blinding Lights

Starting at 14th level, When you cast a spell, you can expend one use of Bardic Inspiration to blind and deafen the target on hit. You can do after knowing whether it hits or misses. If you hit multiple targets with a spell, you only need to use one Bardic inspiration to apply the effect to all of them.

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2023 7:35:12 PM
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9/28/2024 10:13:58 PM
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College Of Techno Image

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