Base Class: Bard
A spectral set of drums appears before him, sticks raised high in the air, as he surveys the battlefield infront of him. In a loud voice, he exclaims "I have a fever!" The hordes turn to look at him. "And the only prescription!" A roar picks up from the masses as they charge towards him. "Is MORE COWBELL!" As he strikes the drums, the earth cracks, launching the hordes in a variety of directions.
- Unknown
While some intertwine pretty words with strings of notes to form beautiful, light, enchanting music, you prefer to allow your sticks do the talking. As you strike your drum set, your allies are bolstered and your enemies impeded, your bass cracks the ground, your cymbals shatter pillars, your beat intoxicating. There are those who despise and revile the drums and the bards of the College of Rhythm, but you don't care about that, you're happy just drumming away and letting your sound be heard.
Thunderous Performance
When you join the College of Rhythm at 3rd level, your beat and your beatings are blooming in their power.
Once per turn, when you deal Bludgeoning or Thunder damage, you can add your Charisma modifier to one of the damage rolls.
Inspiring Beat
Starting at 3rd level, your music is powerful, your beat inspiring, your drumming incredible.
As an action, you can begin drumming. You can drum like this for up to 1 minute or until your concentration is broken (as though concentrating on a spel)l. While drumming, your movement speed is reduced to 0 and you have disadvantage on Dexterity saving throws. At the end of the minute or if your drumming is ended early, you can use your reaction and expend a use of your Bardic Inspiration feature to extend the duration by 1 additional minute. You can stop drumming at any time, no action required.
While you are drumming, as an action, you can begin one of the following actions, the effects last until you choose a different action or you stop drumming;
Double Time. You begin drumming at an increased rate, inspiring your allies to do the same. Each creature of your choice within 60 feet of you gains 10 feet of additional movement speed, a +1 to AC, and, when they make a Dexterity saving throw, can roll 1d4 and add the result to the saving throw.
Half Time. You begin drumming with extended pauses, forcing your enemies to do the same. Each creature of your choice within 60 feet of you reduces their movement speed by 10 feet and their AC by 1, and, when they make a Dexterity saving throw, must roll 1d4 and substract the result from the saving throw.
Solo. You decide to take the spotlight, however temporarily, focusing on bolstering yourself. Your next attack or spell that deals Bludgeoning or Thunder damage deals additional damage equal to 2 rolls of your Bardic Inspiration die.
Fill. You fill in the empty spaces in battle and in song. When a creature within 60 feet of you makes an attack roll, you can use your reaction to expend a use of your Bardic Inspiration, roll the dice and add or subtract it from the attack roll.
Mental Drumming
At 6th level, you gain the ability to summon the drum kit of your dreams in front you, and the idea of playing this kit is just mental.
When you begin Drumming, an illusory drum kit appears in your space. You choose its appearance and it remains in your space for as long as you remain drumming.
While you are Drumming on this kit, you gain immunity to the charmed and frightened conditions and have advantage on Concentration checks to maintain drumming.
The drum kit is magical and tangible, and is treated as a 1st level spell for the purposes of dispel magic and similar effects..
The Prescription
At 14th level, your summoned kit gains an additional piece on it, a small, seemingly innocuous metal object that, when struck, emmits a tremendous power.
When you begin Drumming or take one of your Inspiring Beat actions, you can cast a spell with a casting time of 1 action as a bonus action.
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