Base Class: Bard
Bards of the College of Rhythm study the sounds that surround them, in their environments. Through careful listening, patterns begin to emerge in their world, and within those patterns lies a beat that can harnessed. These bards capture the tone of any room they enter, and tune their magic to command these beats.
Bonus Spells
When you join the College of Rhythm at 3rd Level, you may choose between Thunderclap and Vicious Mockery, along with 2 other 1st Level spells from any class's spell list. These are considered Bard spells for you, and won't count against your Cantrips or Spells Known.
Metaphysical Metronome
Also at 3rd Level, you learn to time your spells to the rhythm of the world around you. As a bonus action after you've cast a spell of 1st level or higher, you may choose to expend one use of your Bardic Inspiration to start a Beat. This Beat will allow you to use either Thunderclap or Vicious Mockery as a bonus action each time you've cast a spell. The mentioned Cantrips will also take on additional properties based on the spell used as your main action. See Rhythmic Cantrips below for more information.
A Beat may be continued without a use of Bardic Inspiration if you continue to use your main action to cast spells of the same School of Magic on the turns after a Beat has begun. If you use your main action to cast spells from a different School of Magic, use your main action to do anything other than cast a spell, or are Incapacitated, the Beat ends. Do note, however, that your bonus action is not restricted to casting Thunderclap or Vicious Mockery while a Beat continues.
Rising Performance
At 6th Level, your knowledge of the world's rhythm grows, and you're able to take better advantage of your timing. Whenever you cast Thunderclap or Vicious Mockery, you can add your Charisma modifier to one roll of the spells' effects. Additionally, as you continue a Beat into its 2nd turn, the bonus effects on Thunderclap and Vicious Mockery improve, based on the School of Magic associated with your Beat. See Rhythmic Cantrips below for more information.
These effects increase further at your 8th and 12th level of Bard, where the effects will maximize on their 3rd and 4th turns of a Beat, respectively.
Never Miss a Beat
By 14th Level, you have attained mastery over the rhythms that surround you. If a Beat is broken, you may resume it as a bonus action by expending one of your uses of Bardic Inspiration. The effects that Thunderclap and Vicious Mockery gain will be one level higher than they were before, as if nothing had happened between the turn your Beat ended and the turn you resumed it. Alternatively, if the effects were already maximized when the Beat was broken, they will remain that way when you resume it.
A Beat may be resumed within 3 turns after it had ended. If 3 turns have passed since the Beat ended, the effects that Thunderclap and Vicious Mockery have gained will be reset.
Rhythmic Cantrips
Upon starting a Beat, the Cantrips Thunderclap and Vicious Mockery are enhanced, and may be used as Bonus Actions. These additional effects are based on the spells used to start a Beat, and (if applicable) assume that the target has failed their saving throw against these Cantrips.
Abjuration
Thunderclap. This spell no longer deals damage. Instead, creatures standing in range of this spell gain 1d6 temporary hit points. As you continue this Beat, the effect improves to 2d6 (2nd turn), 3d6 (3rd turn), and 4d6 (4th turn).
Vicious Mockery. You may target an ally in range of this spell, instead of an enemy, and grant them 1d4 temporary hit points. As you continue this Beat, the effect improves to 2d4 (2nd turn), 3d4 (3rd turn), and 4d4 (4th turn). If an enemy is targeted, this spell is unchanged.
Conjuration
Thunderclap. The area affected by this spell becomes Difficult Terrain until the start of your next turn, and a creature other than you that moves through this space must act like Thunderclap has just been cast on them. As you continue this Beat, the effects persist based on the duration of your Beat (2-turn duration at 2nd turn, etc).
Vicious Mockery. Your words manifest physically on your target, slowing them down by 5ft until the end of their next turn. As you continue this Beat, this debuff increases to 10ft (2nd turn), 15ft (3rd turn), and 20ft (4th turn).
Divination
Thunderclap. While standing in the area affected by this spell, you gain a +1 bonus to your saving throws until the start of your next turn. As you continue this Beat, this buff increases to +2 (2nd turn) and +3 (3rd turn). On your 4th turn, you also gain advantage on all saving throws.
Vicious Mockery. Until the end of your next turn, inflict a -1 to the target's saving throws. As you continue this beat, the debuff increases to -2 (2nd turn), then -3 (3rd turn). On your 4th turn, the target also has Disadvantage on all saving throws.
Enchantment
Thunderclap. If the target's saving throw also fails a DC equal to yours -4 (example: if your Spell Save DC is 14, and the target rolls a 9), the target is also Incapacitated until the end of its next turn. As your continue this Beat, the DC for this additional effect is equal to your DC-2 (2nd turn), then it matches your DC (3rd turn). On your 4th turn, the DC for all effects of this spell increases to your DC +2.
Vicious Mockery. If the target's saving throw also fails a DC equal to yours -4, the target is also Charmed by you until the end of its next turn. As your continue this Beat, the DC for this additional effect is equal to your DC-2 (2nd turn), then it matches your DC (3rd turn). On your 4th turn, the DC for all effects of this spell increases to your DC +2.
Evocation
Thunderclap. This spell's range increases to 10ft. As you continue this Beat, the range increases further to 15ft (2nd turn), then 20ft (3rd turn). On your 4th turn, this spell will also ignore creatures of your choice.
Vicious Mockery. If another creature is standing within 5ft of your target, you may target them as well. As you continue this Beat, the distance between targets may be 10ft (2nd turn), then 15ft (3rd turn). On your 4th turn, you may also target a 3rd creature within 15ft of the first.
Illusion
Thunderclap. While standing in the area affected by this spell, you gain a +1 bonus to AC until the start of your next turn. As you continue this Beat, the bonus increases to +2 (2nd turn), then +3 (3rd turn). On your 4th turn, all attacks made against you also have disadvantage.
Vicious Mockery. Attacks rolls made the target of this spell gain a +1 bonus until the start of your next turn. As you continue this Beat, the bonus increases to +2 (2nd turn), then +3 (3rd turn). On your fourth turn, attack rolls against the target are also made with advantage.
Necromancy
Thunderclap. Upon dealing damage with this spell, you regain 2hp. As you continue this Beat, the health regained increases to 50% of the damage dealt (per target, rounded down) +2 (2nd turn), the damage dealt (per target) +2 (3rd turn), then 2x the damage dealt (per target, 4th turn).
Vicious Mockery. The spell deals an additional 1d6 Necrotic damage to the target. This damage increases to 2d6 (2nd turn), 3d6 (3rd turn), then 4d6 (4th turn). Also, when you gain the ability to add your Charisma Modifier to this spell's damage, you may choose to apply it to either the Psychic or Necrotic damage of this spell.
Transmutation
Thunderclap. When you cast this spell, you can move yourself 5ft in any direction, without provoking attacks of opportunity. As you continue this Beat, the distance you can move increases to 10ft (2nd turn), 15ft (3rd turn), then 20ft (4th turn).
Vicious Mockery. You can move your target 5ft in any direction. As you continue this spell, the distance you can move your target increases to 10ft (2nd turn), 15ft (3rd turn), then 20ft (4th turn).
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