Base Class: Bard
Your connection to your bass has allowed you to turn it and yourself into a deadly weapon. Not only is it a melee weapon, but it will also deal damage to enemies, de-buff them, and buff your friends.
The Bass is a Pact Weapon.
The Bass is a pact weapon, therefore the user can summon it at will and it can not leave 5ft of the owner. Charisma bonus is added along with proficiency.
Drop D
As an action you can re-tune your BASS to drop D. Can only be applied to "The Bass".
While in drop D, Wild Note will deal (refer to Level Scale) in a 10ft. radius of thunder damage. Any creature affected will make a constitution saving throw against the BASS user's spell casting DC. Upon success, half damage. Upon critical failure, creature is now deafened for 1 minute.
As an action, you tune your BASS to E Standard. This will remove effects of Drop D.
Bardic Influence
Each effect happens before any modifiers are added. Each level can be used again after a long rest.
At level 1 ~ User will use one Bardic Inspiration. User will influence a re-roll of any singular die in either a group roll or a singular roll, on one person.
At level 2 ~ User will use two Bardic Inspiration. User will influence a singular die into that die's minimum or maximum, post or pre-roll
At level 3 ~ User will use three Bardic Inspiration. User will influence a singular die to be a 1 or a 20, does not activate critical failures or successes.
Counter Melody
As long as the BASS is in Drop D, you sustain a song during combat that makes all attack rolls against you have disadvantage. Even if attacker has advantage otherwise.
As long as the BASS is in E Standard, you sustain a song during combat that will give all friendly creatures within a 20ft radius advantage on attack rolls, even if they would have disadvantage otherwise.
Previous Versions
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10/26/2019 4:00:45 AM
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Coming Soon
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