Base Class: Bard
This "college" was founded in response to the snobby, classist attitudes of the original bard colleges. Bards who get rejected by the establishment, who are looked down upon by the wealthy and educated, and who wish to topple their societies' status quos all find themselves drawn to this improvised collective of angst-filled players. To the followers of the Punk lifestyle, magical and musical prowess is far less important than having passion, self-determination, and an accepting place for the outcast and oppressed. By selecting this college at 3rd level, you're giving a middle finger to society's idea of how a bard "should" behave.
Characters who select this subclass will tend to have chaotic alignments, and not get along well with aristocrats, royalty, or law enforcement. However, they may find strong allyship with anyone else who dislikes aristocrats, royalty, or law enforcement.
Punk Rage
Beginning at 3rd level, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on all Strength checks and Strength saving throws.
- On subsequent turns, whenever you take the Attack action, you can make one additional weapon attack as a Bonus Action.
- When you make a melee weapon attack (using Strength or Dexterity), you gain a +1 bonus to damage. At 11th level, this damage increases to +2.
- You have resistance to bludgeoning, piercing, and slashing damage.
You can't maintain concentration on spells while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't taken damage or attacked a hostile creature since your last turn. You can also end your rage on your turn as a bonus action.
You can use this feature once per long rest. At 9th level, you can use it twice, and at 16th level, you can use it three times.
Stickin' It To The Man
At 3rd level, if you get hit with a melee attack, you can use your reaction and expend a bardic inspiration die to deal damage to your attacker. The damage equals the roll + your Charisma modifier, and is the same type of damage that was dealt to you.
Destruction of Property
At 6th level, you can wreak havoc and intimidate your enemies by showing complete disregard for material items and property.
As an action, you can select any number of breakable objects or furniture within your movement range, and attempt to destroy them one by one. The DM may decide if any checks or attack rolls are necessary to destroy the objects (for example, throwing a lamp might not require a roll, but pushing a bookcase over might). The DM may also decide whether something counts as one object or multiple objects (for example, a bookcase filled with books might be considered a single object, but a table with two lamps on it might be considered three objects).
After your burst of destruction, you gain one level of exhaustion, and you select a number of hostile creatures you can see equal to the number of objects you destroyed. Those creatures must succeed on Charisma saving throws, or be frightened of you for 1 minute.
Bear in mind: the owner of the destroyed property may not be happy with you or your companions after this.
Mosh Pit
Beginning at 14th level, whenever you enter a rage, you can select 1 additional creature within 30 feet to enter a rage with you. That creature gains all the same benefits of your rage, and if one character's rage ends early, the other's rage can still continue.
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Posted Aug 23, 2018A few notes to add:
Punk Rage: You can cast spells while raging, but your concentration ends at the end of your turn. If you enter a rage while concentrating, your concentration immediately ends.
Mosh Pit: You can't select a creature who is already raging. A creature can only enter one kind of rage at a time, so if you choose a Barbarian with this feature, they would not be able to activate their own rage until they dismissed yours.