Bards

College of Rock

These hard-core Bards practice a form of frenetically fast paced music that is played loud and aggressively. Though this style of music is not for everybody, those who like it tend to be quite enthusiastic in their appreciation. However, even those who denigrate it as a mere cacaphony of sheer noise can't deny its ability to incite a strong reaction!

Level 3: Big Face-Melting Solo

While playing a musical instrument you are proficient with during your turn, as a Bonus Action you can expend one use of your Bardic Inspiration to inspire others with the power of your rocking solo.

Roll your Bardic Inspiration die to determine the result. You and all allies within 45 feet who can hear your music gain a bonus equal to that result on the first d20 Test they make before the end of your next turn.

Level 3: Hard and Heavy

The extreme style of music you practice is electric and bombastic. You can tease forth shocking tendrils of lightning from the strings of a lute, or send forth deafening waves of sonic resonance from the stretched skins of a drum. You are able to use both of the following feature options. Saving throws to resist these options are made against your spell save DC.

Lightning Riff. While playing a stringed Musical Instrument that you are proficient with during your turn, you can take a Magic action to cause arcs of electricity to spring forth from your instrument. Each enemy creature in a 15-foot Emanation originating from you must succeed on a Dexterity saving throw or take 1d6 Lightning damage and become unable to make Opportunity Attacks until the start of their next turn.

Drum Fill. While playing a percussive Musical Instrument that you are proficient with during your turn, you can take a Magic action to cause waves of sound to reverberate outward from your instrument. Each enemy creature in a 15-foot Emanation originating from you must make a Constitution saving throw or take 1d6 Thunder damage and gains the Deafened condition until the end of their next turn. Creatures that cannot hear you are unaffected.

Increased Damage. The damage of both feature options increases by 1d6 when you reach Bard levels 6 and 14.

Level 6: Stúrm und Dráng

Once per turn when you roll to deal Lightning or Thunder damage you can add your Charisma modifier to one Lighting or Thunder damage roll of that spell.

Additionally, spells from other spell lists that deal Lightning or Thunder damage are added to the Bard spell list for you. However, if they offer a choice of damage type when cast, you cannot choose an option that isn't Lighting or Thunder.

Level 14: Thunderstruck

Whenever you deal Lightning or Thunder damage to any number of creatures, you may expend one use of your Bardic Inspiration and roll the die to determine the result. All creatures that took at least 1 Lightning or 1 Thunder damage suffer a penalty equal to that result on the first d20 Test they make before the end of your next turn.