Bard
Base Class: Bard

Punk-Rock bards are bards with an insatiable desire for freedom and liberty. They are rebels fighting for a cause, and they will do whatever is in their power to reach their goals. To them, music is their freedom.

Deviating from the typical graceful and likeable nature bards are known for, they tend to care less about appearing well-kept, preferring a rougher kind of look. With their spiked hair and vibrant colors, they never cease to shock and turn heads, attracting curious and often disapproving looks while being out and about. Despite that, there are many people who admire them and their bold, cynical statements.

Level 3: Guitar Smash

As an action, you can make your instrument sizzle with lightning, then slam it into the ground, forcing all creatures within a 15 foot cone to make a Dexterity saving throw against your spell save DC. On a failed save, you deal 1d4 piercing damage and 2d8 lightning damage, and half as much lightning damage on a success. The lightning damage increases to 4d8 at 6th level, and 8d8 at 14th. Once you've used this ability, you can't do so again until you finish a long rest

Additionally, when you reach 14th level in this class, all creatures who failed the Dexterity saving throw become stunned by you until the end of your next turn.

Level 3: Rebellious

Being perfectly able to hold your own, you become proficient with unarmed strikes, and the damage die becomes a d4. It increases to 1d6 at 6th level and 1d8 at 14th. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

You also gain proficiency with improvised weapons.

Level 3: Bonus Proficiencies

When you pick the College of Punk-Rock at 3rd level, you gain proficiency in Insight.

Level 3: Turn it up!

Also at 3rd level, whenever you make an unarmed strike attack, you may choose to deal thunder damage instead of bludgeoning. Additionally, you can expend one Bardic Inspiration die and deal thunder damage equal to the number rolled on that die. The damage dealt becomes equal to twice the number rolled on the die at 6th level and three times at 14th. You can only do this once per 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 6: Total Anarchy

When a creature you can see casts an enchantment or illusion spell on an ally you can see within 60 feet of you that can hear you, you can use your reaction to expend a Bardic Inspiration die to interrupt the spell, as if casting Counterspell. When used against a spell of 3rd level or higher, you may roll the die spent and add that to the required check.

Level 14: There will be no peaceful revolution!

As a bonus action, you can empower up to 3 friendly creatures, aside from yourself, that can hear you and are no more than 30 feet away to use their reaction to make an attack, which will deal an extra amount equal to 2d4 + your Charisma modifier thunder damage, and then move up to half their speed without provoking opportunity attacks. Once you use this feature, you can't do so again until you finish a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes