College of Dubstep (5e Subclass)

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College of Dubstep[edit]

Bard Subclass

Students of the College of Dubstep have learned to channel the chaotic beat of the universe into powerful and often destructive energies at their command. They are masters of drawing attention to themselves when they want to, and will quite literally blow away any critics.

Dubstep Magic

When you join the College of Dubstep at 3rd level, you learn how to channel the beat of the universe when spellcasting. You learn the colour spray, chaos bolt, and thunderwave spells. These spells count as Bard Spells for you but do not count against the number of spells you can learn.

Dubstep Cannon

Starting at 3rd level, you gain the ability to bolster your spells with blasts of musical energy as a means of harming your enemies.

When you hit a creature with an attack spell or when an opponent fails a saving throw against one of your spells, you can expend one use of your Bardic Inspiration to deal an additional 1d8 force damage to the affected target. You can do so only once per round on your turn.

The amount of damage increases as you gain levels in this class, increasing to 2d8 at 5th level, 3d8 10th level, 4d8 at 15th level, and 5d8 at 19th level.

Lingering Beat

Starting at 6th level, you learn to imbue your allies with the lingering rhythm of your music. Any creatures that you’ve given Bardic Inspiration die can expend it to add force damage equal to the roll of the die plus your charisma modifier to a successful attack.

Powerful Performance

Practice makes perfect, and your heart beats to the same tune as the magic you channel. Once you reach 6th level, when you cast a spell granted to you by your Dubstep Magic feature, you may cast it as though you did so using one slot level above the one you actually used. This feature does not allow you to cast the spell at a level higher than you have access to normally.

Drop the Bass

Starting at 14th level, your mastery of control over the beat of the universe allows you to deal devastating blows to your enemies. When you hit an enemy with an attack, you can choose to channel your beat into the strike. The target takes an additional 3d8 Thunder Damage and must succeed a Constitution Saving Throw against your Spell Save DC or be Deafened for 1d4 rounds. You can use this feature a number of times equal to your Charisma Modifier (a minimum of once). You regain all expended uses when you finish a long rest.


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