Bard
Base Class: Bard

The College of Shattered Glass follows the school of thought the loudest music is the best music. They take inspiration from the sounds of thunder and the beat of army marching in step. The college's name comes from their most famous trick: shattering glass with nothing but a note. Most normal people treat bards from this college with both respect and caution, knowing that even the most restrained bard's performances get out of hand.

Thunderous Training

3rd-level College of Shattered Glass feature

You learn the Thunderclap and Thunderwave spells. These spells don't count against your limit of spells known. In addition, when you cast a spell that deals thunder damage, you may add your Charisma modifier to one of the damage rolls.

Thunderous Resistance

3rd-level College of Shattered Glass feature

You have training in how resist loud noises. You gain resistance to thunder damage, and gain immunity to the deafened condition.

Resonant Frequency

6th-level College of Shattered Glass feature

Your songs cause weapons to resonate with sound. You can spend a Bardic Inspiration usage to cause all allies within 30 ft. to add 1d6 thunder damage to their weapon damage rolls for 1 minute. At 14th level, this damage increases to 1d8.

Sound Strike

6th-level College of Shattered Glass feature

You gain the ability to make a sound strike. Whenever you take the attack action, you can instead make a ranged attack against any target within 20 ft. This attack uses your Charisma modifier. If the attack hits, the target takes 1d8 thunder damage plus you Charisma modifier.

You must either be using an instrument or be able to vocalize sounds in order to use this feature.

Blasting Note

14th-level College of Shattered Glass feature

You become immune to thunder damage. You can also use an action to unleash a blast of sound that deals 10d8 thunder damage to creatures that fail a Constitution save in a 40 ft. cone. A creature that fails their Constitution save is also deafened for 1 minute. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw, and a nonmagical object that isn't being worn or carried also takes the damage if it's in the cone. A creature that succeeds its save only takes half damage. The damage increases to 12d8 at 18th level.

Once you use this feature, you can't do so again until you finish a long rest. 

Previous Versions

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5/26/2021 9:05:05 AM
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