Base Class: Bard
Bards of the College of Rock do not merely play music; they assault the silence with it. These bards understand that the multiverse vibrates at a chaotic frequency, and by channeling raw emotion and deafening volume, they can bend reality to their will. Whether shredding a lute until it smokes or screaming lyrics that shatter glass, these performers are the front-line idols of the adventuring world. They turn performances into riots and battles into mosh pits.
Level 3: Bonus Proficiencies
When you join the College of Rock at 3rd level, you gain proficiency with medium armor and martial weapons.
Level 3: Power of Genre
Your musical identity defines your magic. You choose a sub-genre of Rock that resonates with your soul. This choice expands your spell list, allowing you to learn spells from another class.
Choose one of the following genres. When your Spellcasting feature lets you learn or replace a bard spell of 1st level or higher, you can choose the new spell from the Bard spell list or from the list associated with your chosen genre. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Bard spell for you.
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Heavy Metal: You tap into dark, eldritch powers. You may choose spells from the Warlock spell list.
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Folk Rock: You channel the raw, untamed power of nature. You may choose spells from the Druid spell list.
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Punk Rock: Your magic is chaotic and innate. You may choose spells from the Sorcerer spell list.
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Psychedelic Rock: Your music expands consciousness and warps reality, turning a performance into a kaleidoscope of sound and color. You may choose spells from the Wizard spell list.
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Symphonic Metal: Your melodies mimic the grandeur of celestial choirs and operatic tragedies. You channel the divine through pure volume. You may choose spells from the Cleric spell list.
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Power Metal: Your songs are tales of dragons, glory, and epic battles. You channel the righteous fury of a hero. You may choose spells from the Paladin spell list.
Level 3: Instrument of Destruction
You have learned the ancient roadie ritual of binding violence to melody. You can perform a special ritual while holding a musical instrument you are proficient with. The ritual takes 1 hour (which can be done during a Short Rest).
At the conclusion of the ritual, the instrument transforms into your Instrument of Destruction. It retains its musical capabilities but gains the statistics of a specific martial melee weapon of your choice (e.g., a Greatclub, Greataxe, or Warhammer).
It gains the following properties:
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Battle Ready: You are proficient with this weapon. It counts as a spellcasting focus for your Bard spells.
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Soulbound: You cannot be disarmed of this weapon unless you are incapacitated.
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Stage Dive: As a bonus action, you can dismiss the weapon into an extradimensional space. As a bonus action, you can summon it back to your empty hand.
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Hard Rock: The weapon acts as a magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Note: You cannot choose a weapon with the "Special" property (like a Net or Lance).
Level 3: Chords of Power
You have mastered chords that resonate with the weave of magic itself. You learn two Chords of your choice from the list below. You learn one additional Chord at 6th level and another at 14th level.
Using a Chord: You can use a Chord by expending one use of your Bardic Inspiration. Each Chord specifies the action required to activate it.
Chord Options
Accelerando Flavor: The tempo rises, and you become a blur of motion. Mechanic: As a bonus action, expend one Bardic Inspiration die. For the next minute, your movement speed increases by 10 feet. Additionally, when you activate this chord, you can take the Dash or Disengage action as part of that bonus action.
Thunderous Chord Flavor: You strike a note so heavy it crushes the bones of your enemy. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die. The attack deals extra thunder damage equal to two rolls of your Bardic Inspiration die. The target must succeed on a Strength saving throw against your Spell Save DC or be pushed 10 feet away from you and knocked prone.
Persuasive Strike Flavor: Your attack carries a hypnotic rhythm that leaves the enemy susceptible to your influence. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die to add the number rolled to the damage. Additionally, the target has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Taunting Howl Flavor: You unleash a guttural scream or riff that draws all eyes to you. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die to add it to the damage roll. The target must succeed on a Wisdom saving throw against your Spell Save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the start of your next turn.
Reverb Flavor: You create a feedback loop of sonic energy around you. Mechanic: As a reaction when a creature hits you with a melee attack, you can expend one Bardic Inspiration die. You deal thunder damage to the attacker equal to the number rolled + your Charisma modifier, and the attacker is pushed 5 feet away from you.
Shielding Chord Flavor: You play a note of pure abjuration that hardens the air around you. Mechanic: As a reaction when you act are hit by an attack, you can expend one Bardic Inspiration die and add the number rolled to your AC against that attack, potentially causing it to miss. You retain this bonus to AC until the start of your next turn.
Rallying Melody Flavor: A power ballad invigorates your allies. Mechanic: As an action, you can expend one Bardic Inspiration die. Choose a number of creatures within 30 feet of you (including yourself) equal to your Charisma modifier. Each target gains temporary hit points equal to the number rolled on the Bardic Inspiration die + your Bard level.
Discordant Shriek Flavor: You play a note that simply should not exist, racking the minds of your foes. Mechanic: As an action, choose a creature within 60 feet. Expend one Bardic Inspiration die. The target must make an Intelligence saving throw. On a failure, they take psychic damage equal to two rolls of your Bardic Inspiration die and cannot take reactions until the start of your next turn.
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: Embodiment of Rock
You have become a living avatar of musical mayhem. You can channel specific sub-genres of rock to alter your physical capabilities.
Whenever you finish a Long Rest, choose one of the following Personas. You gain the benefits of that Persona until you finish your next Long Rest.
1. The Titan (Heavy Metal)
Flavor: You are an unstoppable juggernaut, clad in iron and sound.
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You gain resistance to bludgeoning, piercing, and slashing damage.
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Your weapon attacks score a critical hit on a roll of 19 or 20.
2. The Speedster (Thrash Metal)
Flavor: Your music is fast, aggressive, and relentless.
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Your movement speed increases by 15 feet.
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You have advantage on Initiative rolls.
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When you take the Attack action, you can make one unarmed strike or weapon attack as a Bonus Action.
3. The Star (Glam Rock)
Flavor: You dazzle foes with pyrotechnics and blinding charisma.
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You are immune to the Charmed and Frightened conditions.
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When you cast a spell that deals fire, lightning, or radiant damage, add your Charisma modifier to one damage roll of that spell.
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You can cast the Command spell at will, without expending a spell slot.
4. The Virtuoso (Progressive Rock)
Flavor: Your technique is flawless, complex, and intellectually superior.
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You have advantage on Constitution saving throws to maintain concentration on spells.
-
Your spell save DC and spell attack bonus increase by +1.
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You can cast Levitate on yourself at will, without expending a spell slot.
5. The Rebel (Punk Rock)
Flavor: You reject authority, order, and magical control.
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You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
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When you use your Countercharm feature, it requires no action (it is always active for you and allies within 30 feet).
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If you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. You can use this ability once per Long Rest.
Bonus Proficiency
When you join the College of Rock at 3rd level, you gain proficiency with medium armor and martial weapons.
Power of Genre
Your musical identity defines your magic. You choose a sub-genre of Rock that resonates with your soul. This choice expands your spell list, allowing you to learn spells from another class.
Choose one of the following genres. When your Spellcasting feature lets you learn or replace a bard spell of 1st level or higher, you can choose the new spell from the Bard spell list or from the list associated with your chosen genre. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Bard spell for you.
-
Heavy Metal: You tap into dark, eldritch powers. You may choose spells from the Warlock spell list.
-
Folk Rock: You channel the raw, untamed power of nature. You may choose spells from the Druid spell list.
-
Punk Rock: Your magic is chaotic and innate. You may choose spells from the Sorcerer spell list.
-
Psychedelic Rock: Your music expands consciousness and warps reality, turning a performance into a kaleidoscope of sound and color. You may choose spells from the Wizard spell list.
-
Symphonic Metal: Your melodies mimic the grandeur of celestial choirs and operatic tragedies. You channel the divine through pure volume. You may choose spells from the Cleric spell list.
-
Power Metal: Your songs are tales of dragons, glory, and epic battles. You channel the righteous fury of a hero. You may choose spells from the Paladin spell list.
Folk Rock
You channel the raw, untamed power of nature. You may choose spells from the Druid spell list.
Heavy Metal
You tap into dark, eldritch powers. You may choose spells from the Warlock spell list.
Power Metal
Your songs are tales of dragons, glory, and epic battles. You channel the righteous fury of a hero. You may choose spells from the Paladin spell list.
Psychedelic Rock
Your music expands consciousness and warps reality, turning a performance into a kaleidoscope of sound and color. You may choose spells from the Wizard spell list.
Punk Rock
Your magic is chaotic and innate. You may choose spells from the Sorcerer spell list.
Symphonic Metal
Your melodies mimic the grandeur of celestial choirs and operatic tragedies. You channel the divine through pure volume. You may choose spells from the Cleric spell list.
Instrument of Destruction
You have learned the ancient roadie ritual of binding violence to melody. You can perform a special ritual while holding a musical instrument you are proficient with. The ritual takes 1 hour (which can be done during a Short Rest).
At the conclusion of the ritual, the instrument transforms into your Instrument of Destruction. It retains its musical capabilities but gains the statistics of a specific martial melee weapon of your choice (e.g., a Greatclub, Greataxe, or Warhammer).
It gains the following properties:
-
Battle Ready: You are proficient with this weapon. It counts as a spellcasting focus for your Bard spells.
-
Soulbound: You cannot be disarmed of this weapon unless you are incapacitated.
-
Stage Dive: As a bonus action, you can dismiss the weapon into an extradimensional space. As a bonus action, you can summon it back to your empty hand.
-
Hard Rock: The weapon acts as a magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Note: You cannot choose a weapon with the "Special" property (like a Net or Lance).
Chords of Power
You have mastered chords that resonate with the weave of magic itself. You learn two Chords of your choice from the list below. You learn one additional Chord at 6th level and another at 14th level.
Using a Chord: You can use a Chord by expending one use of your Bardic Inspiration. Each Chord specifies the action required to activate it.
Chord Options
Accelerando Flavor: The tempo rises, and you become a blur of motion. Mechanic: As a bonus action, expend one Bardic Inspiration die. For the next minute, your movement speed increases by 10 feet. Additionally, when you activate this chord, you can take the Dash or Disengage action as part of that bonus action.
Thunderous Chord Flavor: You strike a note so heavy it crushes the bones of your enemy. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die. The attack deals extra thunder damage equal to two rolls of your Bardic Inspiration die. The target must succeed on a Strength saving throw against your Spell Save DC or be pushed 10 feet away from you and knocked prone.
Persuasive Strike Flavor: Your attack carries a hypnotic rhythm that leaves the enemy susceptible to your influence. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die to add the number rolled to the damage. Additionally, the target has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Taunting Howl Flavor: You unleash a guttural scream or riff that draws all eyes to you. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die to add it to the damage roll. The target must succeed on a Wisdom saving throw against your Spell Save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the start of your next turn.
Reverb Flavor: You create a feedback loop of sonic energy around you. Mechanic: As a reaction when a creature hits you with a melee attack, you can expend one Bardic Inspiration die. You deal thunder damage to the attacker equal to the number rolled + your Charisma modifier, and the attacker is pushed 5 feet away from you.
Shielding Chord Flavor: You play a note of pure abjuration that hardens the air around you. Mechanic: As a reaction when you act are hit by an attack, you can expend one Bardic Inspiration die and add the number rolled to your AC against that attack, potentially causing it to miss. You retain this bonus to AC until the start of your next turn.
Rallying Melody Flavor: A power ballad invigorates your allies. Mechanic: As an action, you can expend one Bardic Inspiration die. Choose a number of creatures within 30 feet of you (including yourself) equal to your Charisma modifier. Each target gains temporary hit points equal to the number rolled on the Bardic Inspiration die + your Bard level.
Discordant Shriek Flavor: You play a note that simply should not exist, racking the minds of your foes. Mechanic: As an action, choose a creature within 60 feet. Expend one Bardic Inspiration die. The target must make an Intelligence saving throw. On a failure, they take psychic damage equal to two rolls of your Bardic Inspiration die and cannot take reactions until the start of your next turn.
Accelerando
Flavor: The tempo rises, and you become a blur of motion. Mechanic: As a bonus action, expend one Bardic Inspiration die. For the next minute, your movement speed increases by 10 feet. Additionally, when you activate this chord, you can take the Dash or Disengage action as part of that bonus action.
Discordant Shriek
Flavor: You play a note that simply should not exist, racking the minds of your foes. Mechanic: As an action, choose a creature within 60 feet. Expend one Bardic Inspiration die. The target must make an Intelligence saving throw. On a failure, they take psychic damage equal to two rolls of your Bardic Inspiration die and cannot take reactions until the start of your next turn.
Persuasive Strike
Flavor: Your attack carries a hypnotic rhythm that leaves the enemy susceptible to your influence. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die to add the number rolled to the damage. Additionally, the target has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Rallying Melody
Flavor: A power ballad invigorates your allies. Mechanic: As an action, you can expend one Bardic Inspiration die. Choose a number of creatures within 30 feet of you (including yourself) equal to your Charisma modifier. Each target gains temporary hit points equal to the number rolled on the Bardic Inspiration die + your Bard level.
Reverb
Flavor: You create a feedback loop of sonic energy around you. Mechanic: As a reaction when a creature hits you with a melee attack, you can expend one Bardic Inspiration die. You deal thunder damage to the attacker equal to the number rolled + your Charisma modifier, and the attacker is pushed 5 feet away from you.
Shielding Chord
Flavor: You play a note of pure abjuration that hardens the air around you. Mechanic: As a reaction when you act are hit by an attack, you can expend one Bardic Inspiration die and add the number rolled to your AC against that attack, potentially causing it to miss. You retain this bonus to AC until the start of your next turn.
Taunting Howl
Flavor: You unleash a guttural scream or riff that draws all eyes to you. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die to add it to the damage roll. The target must succeed on a Wisdom saving throw against your Spell Save DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the start of your next turn.
Thunderous Chord
Flavor: You strike a note so heavy it crushes the bones of your enemy. Mechanic: When you hit a creature with a weapon attack, you can expend one Bardic Inspiration die. The attack deals extra thunder damage equal to two rolls of your Bardic Inspiration die. The target must succeed on a Strength saving throw against your Spell Save DC or be pushed 10 feet away from you and knocked prone.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Embodiment of Rock
You have become a living avatar of musical mayhem. You can channel specific sub-genres of rock to alter your physical capabilities.
Whenever you finish a Long Rest, choose one of the following Personas. You gain the benefits of that Persona until you finish your next Long Rest.
1. The Titan (Heavy Metal)
Flavor: You are an unstoppable juggernaut, clad in iron and sound.
-
You gain resistance to bludgeoning, piercing, and slashing damage.
-
Your weapon attacks score a critical hit on a roll of 19 or 20.
2. The Speedster (Thrash Metal)
Flavor: Your music is fast, aggressive, and relentless.
-
Your movement speed increases by 15 feet.
-
You have advantage on Initiative rolls.
-
When you take the Attack action, you can make one unarmed strike or weapon attack as a Bonus Action.
3. The Star (Glam Rock)
Flavor: You dazzle foes with pyrotechnics and blinding charisma.
-
You are immune to the Charmed and Frightened conditions.
-
When you cast a spell that deals fire, lightning, or radiant damage, add your Charisma modifier to one damage roll of that spell.
-
You can cast the Command spell at will, without expending a spell slot.
4. The Virtuoso (Progressive Rock)
Flavor: Your technique is flawless, complex, and intellectually superior.
-
You have advantage on Constitution saving throws to maintain concentration on spells.
-
Your spell save DC and spell attack bonus increase by +1.
-
You can cast Levitate on yourself at will, without expending a spell slot.
5. The Rebel (Punk Rock)
Flavor: You reject authority, order, and magical control.
-
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
-
When you use your Countercharm feature, it requires no action (it is always active for you and allies within 30 feet).
-
If you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. You can use this ability once per Long Rest.
The Rebel (Punk Rock)
Flavor: You reject authority, order, and magical control.
-
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
-
When you use your Countercharm feature, it requires no action (it is always active for you and allies within 30 feet).
-
If you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. You can use this ability once per Long Rest.
The Speedster (Thrash Metal)
Flavor: Your music is fast, aggressive, and relentless.
-
Your movement speed increases by 15 feet.
-
You have advantage on Initiative rolls.
-
When you take the Attack action, you can make one unarmed strike or weapon attack as a Bonus Action.
The Star (Glam Rock)
Flavor: You dazzle foes with pyrotechnics and blinding charisma.
-
You are immune to the Charmed and Frightened conditions.
-
When you cast a spell that deals fire, lightning, or radiant damage, add your Charisma modifier to one damage roll of that spell.
-
You can cast the Command spell at will, without expending a spell slot.
The Titan (Heavy Metal)
Flavor: You are an unstoppable juggernaut, clad in iron and sound.
-
You gain resistance to bludgeoning, piercing, and slashing damage.
-
Your weapon attacks score a critical hit on a roll of 19 or 20.
The Virtuoso (Progressive Rock)
Flavor: Your technique is flawless, complex, and intellectually superior.
-
You have advantage on Constitution saving throws to maintain concentration on spells.
-
Your spell save DC and spell attack bonus increase by +1.
-
You can cast Levitate on yourself at will, without expending a spell slot.







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