Base Class: Bard
The College of Revolutionary Jubilee was born not in royal courts or gilded theaters, but in alleyways thick with smoke, prisons echoing with whispered songs, and city squares where banners once burned. These bards arise when hope is outlawed and joy becomes an act of rebellion.
To them, celebration is not frivolous — it is defiance.
Revolutionary Jubilee bards understand that oppression feeds on silence, fear, and isolation. Their performances shatter those tools. Through pounding rhythms, rising chants, and melodies that carry across rooftops, they awaken courage in the downtrodden and fury in the broken. A single song can spark riots, topple regimes, and turn terrified crowds into united forces.
Their magic is raw and emotional. It surges through clapping hands, stomping boots, and voices raised together in harmony. Illusions often manifest as blazing banners, spectral crowds singing in chorus, shattered chains exploding into light, or silhouettes of fallen heroes marching beside the living. Where they perform, fear loosens its grip — replaced by momentum that feels unstoppable.
Level 3: Anthem of Defiance
When you grant Bardic Inspiration to a creature, that creature also gains:
- Temporary hit points equal to your Bard level
- Advantage on their next saving throw against being frightened, charmed, or paralyzed
If the inspired creature deals damage to a creature larger than itself or one with higher current hit points, it adds your Charisma modifier to the damage.
Level 3: Spark the Uprising
Your music turns hesitation into sudden action. As a bonus action, choose a number of creatures you can see equal to your Charisma modifier who can hear you. Each may immediately use their reaction to:
- Move up to their speed toward a hostile creature
- Or make one weapon attack
Creatures who do so gain advantage on that roll.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 6: Blood and Momentum
Pain fuels the revolution. When a creature you can see (including yourself) takes damage, you may use your reaction to trigger a surge of defiant energy:
That creature gains temporary hit points equal to your Bard level + your Charisma modifier, advantage on their next attack roll or saving throw, and may immediately move up to half their speed without provoking opportunity attacks.
If this movement brings them adjacent to a hostile creature, they may make one melee weapon attack as part of the same reaction.
You can use this feature a number of times equal to your proficiency bonus per long rest.
If an enemy is reduced to 0 HP before the end of that creature’s next turn, you regain one expended use (once per round).
Level 14: Reign of Liberation
You unleash the final anthem — a roaring wave of fury, hope, and triumph. As an action, you begin a brutal, beautiful, performance that lasts for 1 minute (concentration).
For the duration, allies of your choice within 30 feet gain advantage on attack rolls, 10 ft of movement speed, and ignore difficult terrain
They are also immune to fear and charmed effects and gain resistance to bludgeoning, piercing, and slashing damage
Liberator’s Flame. Once per turn when an ally you can see hits a creature, the target takes extra radiant or thunder damage equal to your Bard level.
Chainbreaker’s Surge. Whenever an enemy drops to 0 HP, choose another ally within 30 ft. of that enemy. That ally regains hit points equal to your Bardic Inspiration die + your Charisma modifier and may immediately take a reaction to move or attack.
Once you use Reign of Liberation, you can’t use it again until a long rest.
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