Bard
Base Class: Bard

Bards of the College of Grunge are controversial figures who use brash words and brazen actions to voice their ideals. Ranging anywhere from delinquent rebels to passionate activists, they are known collectively as punks, reckless individuals brought together by counterculture. When they perform, they sauce a scene, leaving a trail of destruction in their wake; concerts led by punks are often disastrous, as arguments and eventually violence sparks between concertgoers. 

When it comes to combat, punks don't bother with fancy weapons, instead opting to use their very own instruments. They infuse their instruments with magic to empower their strikes, hitting with such force that even their own instruments may break in the process. In the heat of battle, punks are able to shrug off attacks with confidence and retaliate with moxie. 

Whether good or evil, bards of this college ensure that their opinions are heard. Heroes may inspire others to make change, becoming influential figures as a result. Equally influential, villains can sew discord within society, using their power for devastation.

Level 3: Instruments of Destruction

When you join the College of Grunge at 3rd level, you gain the ability to wield your instruments as weapons. An instrument used in this way has the following traits:

  • It has the finesse property, and if you are proficient in the instrument, you may add your proficiency bonus to the attack roll.
  • Depending on the instrument, its attacks deal either bludgeoning, piercing, or slashing damage (whichever is most fitting). 
  • Its damage dice varies based on how it is wielded. Depending on the instrument, it may be able to be used in dual-wielding (d6), be used as a one-handed (d8) or two-handed weapon (d10). 

Additionally, your sheer confidence makes you more difficult to attack. While you are not wearing any armor, your armor class equals 12 + your Charisma modifier.

Level 3: Moxie

Also at 3rd level, once per turn when you take the attack action, you may expend a use of your bardic inspiration to fight with some moxie. You gain the following benefits:

  • You gain temporary hit points equal to your Charisma modifier. These temporary hit points last for up to 1 minute.
  • Until the end of your turn, you receive a bonus to any damage rolls you make for melee attacks equal to a roll of your bardic inspiration die. If the attack is against an object, you may add two rolls instead of one. 
  • For 1 minute, whenever you make a Charisma (Intimidation) check, you receive a bonus equal to the roll of your bardic inspiration die. 

At 14th level, when you use Moxie, your movement does not provoke opportunity attacks for the rest of your turn.

Level 3: Expanded Spell List

The College of Grunge lets you choose from an expanded spell list when you learn bard spells. The following spells are added to the bard spell list for you: Searing Smite, Thunderous Smite, and Wrathful Smite. 

Furthermore, when you join the College of Grunge, you learn one of these spells automatically, which does not count against the number of bard spells that you know.

Level 6: Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 14: Showstopper

At 14th level, you are able to overflow your instruments with magic to use powerful showstoppers. You gain the following two abilities: 

Crash-out Concert. When you use Countercharm, you may choose to instead use Crash-out Concert. You begin an incredibly loud and disruptive performance. In addition to the effects of Countercharm, any hostile creatures within 30 ft of you are deafened during your performance, and cannot cast spells with verbal components. Furthermore, when you use this ability, hostile creatures within 30 ft of you must make a Wisdom saving throw or be frightened of you. They may repeat this saving throw at the end of each of their turns, ending the condition on a success. 

Devastating Blow. As an action, you may expend any number of bardic inspiration dice (minimum of 1) to make a melee weapon attack against a creature of your choice, using your spell attack modifier. If you expend at least 3 bardic inspiration die, the attack automatically hits, and counts as a critical hit. If the attack hits, roll each inspiration die and add them to the damage roll. Additionally, the target must make a Strength saving throw or be pushed up to 20 ft backwards and be knocked prone. 

Once you use either of these techniques, you must finish a long rest before using them again. Additionally, the strain on your instrument caused by these techniques causes it to break, and is unusable until repaired; repairing an instrument takes 2 hours and costs half of the instrument's value.

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