Bard: College of the Hammer Drummer

by kelph1

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Bard: College of the Hammer Drummer

In the heart of the mountainous dwarven kingdoms, rhythm is not just a form of art but a way of life, woven into the clang of hammers and the drumming of heartbeats echoing in the deep tunnels. Dwarven bards of the College of the Hammer Drummer tap into this rhythmic tradition, drumming on their shields, the ground, and their foes in turn, creating music as tough and enduring as the stones around them. Dwarven bards of this college are not subtle. When they enter a room, everyone knows it. When they start to play, everyone listens. And when they go to war, everyone trembles.

Dwarven Drum Training

At 3rd level, your connection to the rhythmic history of your people manifests in your combat style. You gain proficiency with warhammers and with drums as musical instruments. When you hit with a warhammer, you can treat it as if it was a drum for your Bardic spells and abilities. Additionally, you can choose for your warhammer to deal thunder damage instead of bludgeoning.

Rhythm of the Mountain

Also at 3rd level, your drumming can inspire your allies to push beyond their limits. As an action, you can expend one use of Bardic Inspiration to start a rhythmic drumming that lasts for 1 minute or until you're incapacitated. You and your allies within 30 feet of you get to add a bonus amount of thunder damage equal to a roll of your Bardic Inspiration die to one attack per turn. The rhythmic drumming ends early if you're silenced or if you voluntarily end it (no action required).

Resounding Strike

At 6th level, your drumming infuses your attacks with booming energy. Once per turn when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. The damage increases to 2d8 at 14th level.

Call of the Mountain

At 14th level, your drumming can shake the earth. As an action, you can expend one use of your Bardic Inspiration to strike the ground with your drum, creating a localized earthquake. Each creature of your choice that you can see within 60 feet of you must succeed on a Dexterity saving throw against your spell save DC or take thunder damage equal to two rolls of your Bardic Inspiration die and be knocked prone. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

ART CREDIT: DUBIOUS ARTISTE
 

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