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#### Bard
## College of Rock
Even prior to the invention of guitars, amplifiers, rock and roll, there have always been bards that belonged in a rockstar's hall of fame. The noise of their warsongs batters upon the eardrums, earning the college a (perhaps unfair) reputation for rowdiness and pugnacity. In reality it's fairer to say that this college is surrendered wholeheartedly to the sheer aural force of song and story. Music is everything to these bards, and the louder that music is, the better.
##### College of Rock Features
|Bard Level| Feature| |:-:|:-| |3rd|Thrill of the Stage, Bass Boost |6th| Guitar Solo| |14th| Stage Dive| #### Thrill of the Stage When you choose this college at 3rd level, you learn to showboat and enrich your concerts with daring feats and musical mastery. While you're in front of a crowd of 10 or more onlookers, you have advantage on Charisma (Performance) checks and Dexterity (Acrobatics) checks. Additionally, while you are holding an instrument in both hands, it grants you a +1 bonus to AC. #### Bass Boost Also beginning at 3rd level, you learn to empower your music with noise. Once on each of your turns, when you cast a bard spell that affects one or more creatures, you can expend a use of your Bardic Inspiration and choose one of the spell's targets. All creatures within 5 feet of the target take 1d6 thunder damage. The damage increases as you gain levels in this class, to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level. #### Guitar Solo Once you gain the Countercharm feature when you reach 6th level in this class, you can start and maintain your countercharm as a bonus action, constantly energising your allies with your raucous, heart-pounding music. When you use this countercharm, you absolutely rock out and begin showboating: while you are performing the countercharm, you gain the ability use your reaction in any of the following ways: Power Slide, Power Chord, or Power Amp. **Power Slide.** As a reaction when a hostile creature ends its turn within 5 feet of you, you slide on your knees, moving up to 5 feet without provoking opportunity attacks. **Power Chord.** As a reaction when another creature ends its turn within 5 feet of you, you can strike a deafening power chord. Other creatures within 5 feet of you must make a Constitution saving throw. A creature that fails the save takes 1d6 thunder damage and becomes deafened until the start of your next turn. **Power Amp.** As a reaction when you see another creature within 60 feet of you make a saving throw against being charmed or frightened, you pump up the volume, giving the creature advantage on that saving throw. You must choose to use this feature before the target makes the roll. Additionally, the range of your countercharm increases by 30 feet until the end of your next turn. #### Stage Dive At 14th level, you take your one man show on the road. As an action, you can slam your fist into a point the ground to create an ornate stage rising from that point. The stage is a square platform, 20 feet on each side, that rises up to a height of 5 feet above the ground and lifts you on top of it. When the stage appears, you can choose any number of creatures that are within the stage's area. Those targets fall prone, and must make a Dexterity saving throw against your Spell save DC, taking 4d8 bludgeoning damage on a failed save or half as much on a success. You customise the stage with pyrotechnics, lights, and blaring magical amplifiers when you create it. While you're within 30 feet of the stage, the amplifiers make your instruments audible in a 300-foot radius around the stage. The stage vanishes after 1 hour, and can't be dispelled. When you use your Countercharm or Song of Rest features while you're within 30 feet of the stage, the features affect all friendly creatures within 300 feet of you. As a bonus action while you're within 30 feet of the stage, you can choose another creature within 30 feet of the stage. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes 2d6 thunder damage, and you force the target up to 10 feet directly away from the center of the stage, with a shuddering shockwave of pure noise. Once you create a stage with this feature, you must finish a long rest before you do so again.
Subclass by The Smithy - [u/Henry_smithy](https://www.reddit.com/user/Henry_Smithy/) Art by [Johannes Helgeson](https://cdnb.artstation.com/p/assets/images/images/002/436/697/large/johannes-helgeson-jhelgesonmangydog.jpg?1461718602)