Bard
Base Class: Bard

The College of Rock was founded on a central idea: giving a voice to the people.  Bards of the College of Rock set forth unto the world with their instruments in hand and bring life back to the desiccated spirits of the beaten-down lower classes.  

Walk This Way

When you join the College of Rock at 3rd level, you gain proficiency with Performance, Insight, and an instrument.

Rage Against the Machine

Also at 3rd level, you learn how to galvanize a crowd to stand for a grand purpose.  You choose a primary message and rally your allies to it.  When serving that purpose, you and all of your allies always start a match with advantage.  As an action, you may continue to play an inspirational song to maintain that advantage each round, but once you stop playing, it will require three rounds before you can restore the effect.

You may change your primary message only if the purpose is achieved or if the DM agrees that it makes sense for the character’s priorities to shift.

Authority

You rally your allies against a particularly notorious authority figure, like an Emperor or a Cult Leader.   The effects of this ability will work when fighting against them or any of their minions, or when performing tasks directly related to overthrowing them.

Enemy Type

There's just something about that enemy type that rubs you the wrong way.  You're on a mission to expose people to the evils of those fiends/giants/fey/celestials/dwarves/etc!

Natural destruction

You're really on a mission to get people to stop destroying our bountiful world.  You speak for the trees, the animals, all the natural beings who have no voice.

Religion

You really don't like those religious folk.  You're of the opinion that it'd be better if people just thought for themselves.  Your ability will work whenever fighting against a religious figure (Cultists, Paladins, Clerics, even Gods).  In addition, you have advantage on persuading people to doubt their religious devotion if they have heard you play with this ability in the last ten minutes.  

Don't Stop Believin'

At 6th level, you learn to use your magic to inspire vitality in those around you.  When you choose to play a song using this ability, you restore an amount of hit points equal to the amount of turns you’ve been playing the song, up to your Bard level.  For example, a level 6 Bard will restore 1 HP on round 1, 2 on round 2, so on until round 6, after which it will be 6 each round.

Sweet Emotion

At 14th level, you learn to turn your music against The Man, bringing him to his knees.  You choose a musical focus for your most tasty ballads.  As an action, you may begin playing this song, and may continue to play it on future turns as a bonus action.  For all choices, a successful save means no effects, but the save must be repeated each round as long as the song plays. 

Don't Fear the Reaper

You may choose up to 10 targets within 50 ft of you that can hear you.  They must make a Constitution save (DC12 + your Charisma modifier). On a failed save, the target becomes Frightened, and remains so as long as the song plays.  The source does not have to remain in sight for the effect to continue; merely within range.

Enter Sandman

You may choose up to 10 targets within 50 ft of you that can hear you.  They must make a Constitution save (DC12 + your Charisma modifier).  On a failed save, they become Exhausted, starting at level 1 and progressing each round to the next level as long as the song plays.

Symphony of Destruction

You may choose up to 10 targets within 50 ft of you that can hear you.  They must make a Constitution save (DC12 + your Charisma modifier). On a failed save, the target takes d10 psychic damage with the amount of die equal to the rounds the song has played.  After failing a save, the targets do not roll consecutive saves each round; they continue to take damage until the song is stopped.

Whole Lotta Love

You may choose up to 10 targets within 50 ft of you that can hear you.  They must make a Constitution save (DC12 + your Charisma modifier).  On a failed save, the target becomes Charmed, and remains so as long as the melody plays.  The Bard may speak commands over the song, but should do so in limerick with the melody; breaking the rhythm will prompt an additional CON save from the targets.

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