Base Class: Bard
The College of Rock is a relatively chaotic institution, less of an academic organisation and more of a band whose membership changes as often as it performs. Fellows of the College of Rock are often followers of the Dark Lox of Metal, although any euphonious ascendant’s followers are drawn to the power of rock, as are a great many agnostics.
Regardless of origin, these bards rarely set down roots in one place, and are instinctively drawn to the spacefaring lifestyle. Many tour in groups across the known systems until their untimely end by some vice, disease, or death by misadventure. They burn bright, but fast, and seek to leave a legacy spoken of across the stars for eons.
Signature Instrument
As a Bonus Magic Action, you can conjure your signature instrument in your hand or bond a magic instrument as your signature instrument by touching it; you can’t bond with a magic instrument if someone else is attuned to it or another Bard is bonded with it. Until the bond ends, you can use your signature instrument as a Spellcasting Focus.
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
As an action you can cast Eldritch Blast through your instrument, and the spells’ damage type is replaced by the damage type of your signature instrument. If you have expertise with your signature instrument, double your proficiency bonus for the attack roll.
You may only have one bonded signature instrument at any time. If you bond to a new signature instrument, you may pay homage to the Dark Lox of Metal to give it to another specific individual. If you do not, it immediately disappears and is gifted by one of the Dark Roadies to a young person in need.
Bards of the College of Rock whose instrument proficiencies are performance arts may select a suitable prop as the signature instrument, such as a microphone, stage piece, dancing pole, or hula hoop.
Signature Instrument Damage Type: Acid
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Bludgeoning
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Cold
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Fire
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Force
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Lightning
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Necrotic
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Piercing
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Poison
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Psychic
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Radiant
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Slashing
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
Signature Instrument Damage Type: Thunder
When you first bond with a signature instrument, choose one damage type from Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. After a long rest you may change your signature instrument's damage type.
The Power of Rock
When you use your signature instrument as the spellcasting focus for a spell that deals damage matching the type chosen for your signature instrument, you can add your charisma bonus to one attack or damage roll against one target.
Epic Solo
You always have the Hypnotic Pattern spell memorised.
As a Bonus Action, you can expend a use of Bardic Inspiration to begin a magically enhanced performance using your signature instrument that lasts for 1 minute or until your Concentration ends (whichever comes first). During this time, you can cast Hypnotic Pattern without expending a spell slot, and your speed is reduced by half.
The Ultimate Rock Experience
Combat Performance. If you perform the Ultimate Rock Experience as a combat performance, you do so as a Magic Action and can perform no other actions during your turn. A combat performance lasts for 5 minutes, until your concentration ends, or until you decide to end the performance (whichever comes first). While performing a combat performance you become restrained, and any creature joining the performance with you becomes incapacitated. At the start of your turn you may choose to end the performance or continue. A creature that has joined the performance with you remains a part of the performance until it ends.
When you begin the combat performance, and during each following turn if you choose to continue the performance, choose a number of creatures within 180 feet equal to your charisma modifier multiplied by the number of creatures in the performance. Each creature either regains Hit Points equal to 3d8 plus your spellcasting ability modifier (roll once) plus an additional d8 for each creature joining the performance with you, or must make a wisdom saving throw against your spellcasting ability. On a failed save, the target takes 3d8 plus your spellcasting ability modifier (roll once) Psychic damage plus an additional d8 for each creature joining the performance with you, has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only.
Social Performance. A Social Performance takes one hour to perform. If you perform the Ultimate Rock Experience as a social performance, make a performance proficiency check with a +1 bonus for each creature joining the performance. Compare the loyalty score of every Indifferent or Friendly NPC within 360 feet of you who are willing and able to view, hear, or otherwise sense your performance. Any Friendly NPC whose loyalty score is less than your performance check gains a number of loyalty equal to your charisma bonus + 1 per additional creature joining the performance. Any Friendly NPC whose loyalty score is higher than your performance check or who is already Dedicated to you gains 1d4 loyalty. Any Indifferent NPC must make a wisdom saving throw with a DC of your performance check. On a success they gain 1d4 loyalty, on a failure they gain loyalty equal to half your performance check.
Previous Versions
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