Bard
Base Class: Bard

In the grand halls of the elves and the golden scrolls of royal jesters, bard music is known for joy, hope, and heroism. Bards calm minds with their melodies and heal hearts with their words. In one note, you can smell spring. In one verse, you see a star’s smile. Music, they say, is meant to heal, to honor beauty, and to dance with grace. Every perfect tune makes the world a little brighter.

But there is a tune that does not belong to this world. And it began with someone who was never meant to be called a bard.

Once, there was a nameless bard whose voice was mocked and forgotten. His melody didn’t match the soft steps of the fey, and his songs didn’t sound like the proud ballads of dwarves. Other bards called his music loud, broken, and ugly. Everywhere he played, people winced. Over time, people said, “His song sounds like a giant’s stomach growling.”

Still, one day, by a cruel joke of fate, this bard was invited to perform at a noble feast. One of the guests was a high-ranking wizard named Velzarion the Chromatic. The bard, nervous and shaking, began to play. His strings buzzed. His voice cracked. His cursed song filled the air. The room froze. Velzarion looked at him and said with a snap of his fingers, “You do not belong to this world. Go play where you belong.” The last thing the bard heard was the sharp echo of the Plane Shift spell.

When he opened his eyes, the ground was split with lava beneath him. The air smelled like blood and ash. But the screams around him sounded like music. He was deep in Hell. But for the first time, someone listened. He played. With all his broken, twisted sound. His strings were so sharp they cut his fingers. The sound made the stones shake. And in the eyes of chained demons, a strange spark appeared.

His music was cursed. And because of that, it had value. Years passed. The Lords of Hell began to whisper his name. Baphomet hummed his rhythms. Glasya drank poisoned wine to his melody. He was no longer just heard. He was appreciated.

And then one day, he returned to the surface world. But the one who stepped onto the earth was not the same bard. From his skin rose sounds that no harmony could hold. His eyes saw into the chaos of rhythm. The ground cracked where he walked. The air screamed like a burning violin. He was no longer a man or a bard. He was the voice of a curse, the rhythm of a demon, the scream of war so pure that even the gods of battle would kneel. His music called to others like him. Other broken souls woke up. Some were born in darkness, some grew in soundless cities. But all of them heard his first riff and felt the same thing. This is our music.

And at last, a place was built for this music. On its cover, rusted chains held the book shut. And it read only one thing: College of the Headbanger

Headbangers reject with disgust the romantic lie that music brings healing, peace, and happiness. For them, music is not to ease the pain, but to go mad with the pain. It is not to bring peace, but to feed the thirst for blood. It does not serve peace, but war. Headbanger melodies do not grant courage, but madness.

While other bards whisper gentle notes in the stone streets of port cities, Headbangers spread their songs like a curse on the battlefield. With strings sharp as swords, they create a sound that shakes the bones of their enemies. In the veins of their allies, that melody flows like fire, boiling the blood. Their music is a call to war, an echo of chaos, a pure form of destruction.

As time passed, the first song brought from hell by the founder of the College of the Headbanger found different meanings in different souls. Some accepted the sound as tradition, some turned it into strategy, and some saw it only as a source of power. That is why the College of the Headbanger split into three main genres. Each one has its own belief system, music philosophy, and way of war.

Hellpulse Genre: This genre is made of bards who protect the original teachings of the College of the Headbanger and stay loyal to the first tunes brought from hell by the founder. For them, the only true source of music is hell itself. Each riff is inspired by the scream of a cursed demon; each lyric by the fall of a lost angel. Their themes are brutality, curse, decay, and endless punishment. The goal of the music is not to bring fear, but to become fear itself.
"Heaven stays silent, hell screams. We are the ones who hear that scream." - Malgron the Ashhowler, Firstborn of the Flame, Founder of the Hellpulse Doctrine

Warchant Genre: This genre takes the Headbanger traditions and turns them into a war art. Its members are usually old generals, tacticians, or bards who found enlightenment on the battlefield. For them, music is not only a tool of destruction, but a way to bring order, raise soldiers, and honor the war. Their melodies guide warriors, their rhythms sync the steps of armies. A Warchant concert is the musical version of army discipline.
"Every soldier who marches with our notes becomes part of a legend." - Commander Bardus Vox, The Iron Conductor of Warchant

Bloodblaze Genre: This genre worships pure power, wild strength, and rage beyond the limits of the mind. It is the wildest branch of the Headbangers. Their music is one with madness. For them, harmony does not matter; what matters is the sound hitting the body with force. Each song is a command to attack. Every concert is a rage ritual before battle. A Bloodblaze bard on stage is the sign of an unstoppable disaster.
"Don’t think. Just play. Burn! Break!" - Sister Discordia, The Scorched Siren of Bloodblaze

Level 3: Crimson Anthem

Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack’s damage against the target. This damage is thunder damage.

Level 3: Riffbreaker

You gain proficiency with medium armor and heavy armor. In addition, you gain expertise in the Intimidation skill.

Frenzied Howl. As a bonus action, you target a number of creatures you can see within 30 feet of you, up to your proficiency bonus. Each target must make a Wisdom saving throw against your spell save DC.

On a failed save, you roll your Bardic Inspiration die. The target takes Psychic damage equal to the result and becomes frenzied until the end of your next turn. While frenzied, the creature must use its action on its next turn to move toward and make a melee weapon attack against the nearest creature it can see, treating all creatures as enemies. It has advantage on the attack roll if the target is normally considered an ally. If multiple creatures are equally near, the frenzied creature chooses randomly. If it cannot reach a creature to attack, it does nothing.

On a successful save, the creature takes half damage and does not become frenzied.

At 6th level, roll two Bardic Inspiration dice and add them together for the damage. At 14th level, roll three Bardic Inspiration dice instead.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 6: Madness Anthem

As a Magic Action, you begin this performance, which lasts for up to 1 minute or until you are incapacitated or stop performing (no action required).

Choose a number of creatures equal to your proficiency bonus within 30 feet of you who can hear you. Until the music ends, the creatures’ Speed is doubled. Their movement is unaffected by difficult terrain, and their speed cannot be reduced by any effect. Additionally, the creatures gain a 1d4 bonus to attack rolls.

At the end of their turns, each affected creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frenzied until the end of your next turn. While frenzied, the creature must use its action on its next turn to move toward and make a melee weapon attack against the nearest creature it can see, treating all creatures as enemies. It has advantage on the attack roll if the target is normally considered an ally.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 14: Final Show

With your Final Show, you ignite the battlefield in a blaze of pure willpower and chaotic defiance.

As a Magic Action, you can begin performing your Final Show. This performance lasts for up to 1 minute or until you are incapacitated or choose to stop performing (no action required to maintain).

While your Madness Anthem is active, you can use a Magic Action to unleash your Final Show. When you do, all creatures currently affected by your Madness Anthem gain the following additional benefits until the anthem ends:

  • The creature is immune to the Charmed and Frightened conditions. If it is already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature automatically succeeds on the Wisdom saving throw required by Madness Anthem at the end of each of its turns.
  • The first time the creature would be reduced to 0 hit points before the effect ends, it is instead reduced to 1 hit point.

Once you use Final Show, you can’t do so again until you finish a long rest.

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