Base Class: Bard
Many bards attend their respective colleges in search of infamy, a way to tell the stories of the past, or simply to learn a craft that can entertain the masses. However, others pursue this artistry for a more dark and awe-inspiring purpose. These bards pursue music in an attempt to ascend to a higher level of excellence, matching that of celestials, or devils, themselves. Though they may or may not achieve this level of righteousness, their musicianship may inspire energy, excitement, and even violence amongst others.
The Rocker and Their Axe
You gain proficiency in battleaxes and war axes. You may also choose to modify a Lute, Guitar, or other similar stringed instrument into one of these weapons upon taking this feature.
You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
The Powers That Be
You choose a higher power that imbues you with hardcore power of heavy metal. Choose a source for your righteous music. Certain abilities will become available depending on your choice:
The Ancient Mind
Maybe you travelled a long way. Maybe you suffered through many trials and tribulations. Regardless, you have turned to a mortal who has mastered the art of rock to instruct you in harnessing the power of metal. Upon choosing this higher power, you may use one of your Bardic Inspiration dies to imbue either your, or one of your allies', attacks with power and security. The target of your inspiration can choose to boost the damage of one attack by an amount equal to the roll + your proficiency bonus in force damage.
The Devil
You turn to an all powerful devil, likely in a deal for your soul, or maybe the devil just thinks you're cool. Regardless, the devil imbues your rock with style only a devil can achieve. Upon choosing this higher power, you may use one of your Bardic Inspiration dies to imbue either your, or one of your allies', attacks with holy righteousness. The target of your inspiration can choose to boost the damage of one attack by an amount equal to the roll + your proficiency bonus in fire damage
The Gods
You turn to the gods themselves to imbue your rock with holy power. Upon choosing this higher power, you may use one of your Bardic Inspiration dies to imbue either your, or one of your allies', attacks with holy righteousness. The target of your inspiration can choose to boost the damage of one attack by an amount equal to the roll + your proficiency bonus in radiant damage.
You Can't Kill The Metal
I
The Ancient Mind
You can cast the spell Beacon of Hope, using Charisma as your spellcasting ability. After casting this spell in this way, you cannot cast this spell again until you have completed a short or long rest.
You can communicate telepathically with any creature you can see within 30 ft of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
You learn to channel the wisdom you have gained in your practice into your music. You can use your bonus action to begin an epic performance. Until the end of your next turn, any number of creatures of your choosing have advantage on Charisma saving throws, and any attacks made against those creatures have disadvantage. After using this ability, you cannot use it again until you have completed a short or long rest.
The Devil
You can cast the spell Elemental Weapon, using Charisma as your spellcasting ability. After casting this spell in this way, you cannot cast this spell again until you have completed a short or long rest.
You can use your action to unleash a hellish wail from the pits of your blackened soul. When you use this ability, all creatures of your choosing, within 30 ft. of you, must make a Constitution saving throw. On a fail, the target takes 4d4 fire damage and 3d8 necrotic damage, and is deafened. The deafened creature can make additional saving throws at the end of their following turns to end the effect. On a success, the target takes half the damage and is not deafened. This wail also shatters glass and any other similarly brittle material within the range of the ability. When used, this ability can not be used again until you've completed a long rest. Upon reaching level 14, you can use this ability again upon completing a short or long rest.
The Gods
You can cast the spell Spirit Guardians, using Charisma as your spellcasting ability. After casting this spell in this way, you cannot cast this spell again until you have completed a short or long rest.
Once per day, your use of heavy metal creates a holy aura of awesomeness. For 1 minute, you may use your reaction to impose a Charisma saving throw on one target within 30 ft of you. On a failure, the target becomes incapacitated until the end of your next turn. On a success, the target is not incapacitated and is immune to this effect for the next 24 hours.
The Metal Will Live On
You learn a new way to use your Bardic Inspiration dice. As a bonus action, choose a target within 30 ft. of you. Roll one of your Bardic Inspiration dice. After rolling this die, the target must roll a d20. If the target's d20 roll is less than, or equal to, what you rolled on your Inspiration die, on their turn, they are imbued with rage and must make an attack against a random ally of theirs. If the target has access to multiple types of attacks, they may choose which they attack with, as long as it is intended to do damage.
You also gain the following feature based on your higher power:
The Ancient Mind
You use your training to perform an epic ripping solo. Using your action, you can begin a performance that inspires you allies to action. Any number of creatures of your choosing within 30 ft of you can use their reaction to take an action immediately upon hearing the solo. on top of what they do during their respective turns. If the target wishes, they may choose to not use their reaction and forego the additional action. After using this ability, you cannot use it again until you have completed a long rest.
The Devil
Using your bonus action, you can grow a pair of devilish wings and become more fiendish in appearance. For 1 minute, or until you decide to end the transformation as a free action, you gain a flight speed of 30 ft., you gain advantage on all Charisma (Intimidation) checks, and you gain resistance to fire damage. If you already have resistance to fire damage, you instead gain immunity to fire damage.
The Gods
When striking your enemies, you can now smite them with a fistful of holy righteousness! When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
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