College of Funkin' (5e Subclass)

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College of Funkin'[edit]

College-of-funkin-character-image-1_-_Menor.png
"We gettin' freaky on a Friday Night, think you got what it takes?"

Bard Subclass

The bardic arts have always required their practitioners to possess some level of mastery over rhythm and poetry; to be capable of interweaving them into a new, unique form. While the path of most bards might lead them to spend years honing their knowledge of history, or perhaps studying the blade, a select few choose to further evolve their prowess in the basics instead. And from those few, a new breed of bard eventually came to light.

Being commonly known as wordsmiths, freestylers or lyrical masters, members of the College of Funkin’ are constantly aiming to surpass their own limits in their ability to flow together vocables and rhythms. Their overzealous and nonchalant nature leads these distinctive bards to constantly seek out opponents in challenges of musical skill, unafraid of any threats that might follow such a pursuit.

Always brimming with confidence and style, no other artist can entice allies and foes alike in the same brash, reckless and unapologetically flashy fashion.

Fresh in the Game[edit]

When you adopt this college at 3rd level, you gain proficiency in the Performance and Persuasion skills. If you are already proficient in these skills, you may gain expertise with one of them instead (does not stack with similar features). Additionally, you learn the Mind Sliver and Vicious Mockery cantrips.

Left, Right, Up, Down[edit]

Beginning at 3rd level, you become proficient in a new type of musical instrument, which can truly bring out the latent power of your voice: The Mic.

Crafting this item takes a total of 4 hours, and 20gp worth of materials. Whenever a creature makes a saving throw to resist the effects of a spell cast through your Mic, you can subtract your Charisma modifier from that creature’s roll.

You may use this feature a number of times per long rest equal to your Charisma modifier, and after each time you do so, you cannot cast spells other than cantrips until the end of your next turn.

Lastly, you can also wield the Mic in battle: it functions in the same way as a whip, but counts as a simple weapon and deals Bludgeoning damage instead.

Ready? Set!? Go![edit]

At 3rd level, you may choose any creature within 15 feet of you that can see and hear you. As a bonus action, you can expend one of your Bardic Inspiration dice to challenge them to a Rap Battle. They must make a Wisdom saving throw against your Spell Save DC, from which you subtract the result of your Bardic Inspiration die roll. On a failed save, the creature is treated as being under the effects of the Compelled Duel spell.

If they decide to accept your challenge, the two of you then fully initiate the Rap Battle, which can last for up to 1 minute (this removes the effects of Compelled Duel from your opponent). For the duration of the song, on each of yours and the opponent’s turns, the two of you roll a d20. Creatures of CR higher than your bard level add their Charisma modifier to their rolls. The owner of the highest roll gains 1 Sick! point. On a tie, neither of you gain a point. At the end of the battle, the one with the highest Sick! score becomes the winner.

If you win against a creature of CR lower than your bard level, they instantly drop to 0 hit points; if their CR is equal to or higher than your bard level, they instead become stunned for a number of rounds equal to half your Charisma modifier (rounded up). Similarly, if you lose against a creature of CR equal to or higher than your bard level, you instantly drop to 0 hit points; if their CR is lower than your bard level, you instead become stunned for a number of rounds equal to half your Charisma modifier (rounded down). In the case of a tie, neither of you suffer any effects.

Once you start the Rap Battle, it can’t be stopped unless it is interrupted; and neither participant can use their action for the duration. The battle is interrupted if the participants can no longer see or hear each other, or if one of them is hit by an attack or harmful spell.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain any expended uses when you finish a long rest.

Starting at 6th level, you may add your proficiency bonus to the rolls you make in a Rap Battle. At 12th level, you have advantage on the Rap Battle rolls made during your turn.

The Funky and the Freaky[edit]

At 6th level, others can join in on your Rap Battles, making them crazier and bigger than before.

After a song has been started, one other creature can join either yours or the opponent’s team, transforming their side’s song into a duet. After joining the song in this way, they take their turns immediately after their partner (who started the battle first). On each of all the participants’ turns, all of them roll a d20, with the owner of the highest roll gaining 1 Sick! point as per usual. In addition, the battle receives special characteristics depending on its composition:

  • If you are facing two opponents, you have advantage on all the rolls you make.
  • If you and an ally are facing one opponent, they have disadvantage on the rolls not made during their turn.
  • If you and an ally are facing two opponents, your may add your proficiency bonus to your partner’s rolls as well.

There can be no more than 4 creatures in total participating on a Rap Battle, and they cannot use their action for the duration, as usual. If the battle concludes without interruption, the side with highest Sick! score becomes the winner; and any effects that would be applied to the loser are applied to their ally as well.

C’mon, Don’t Stop, Drop the Beat[edit]

At 14th level, the sheer magic of your funk is unmatchable. The energy surrounding you sways even Death itself, allowing you to come back and retry no matter how many times you fall. Whenever you are reduced to 0 hit points by any means, and are not killed outright, you can choose to drop to 1 hit point instead. If you drop to 0 hit points as the result of losing a Rap Battle, you can return to the original number of hit points you had before.

You can use this feature a number of times equal to half your Charisma modifier (rounded up), and regain any expended uses when you finish a long rest.

Furthermore, as you grow stronger, you can channel the power of your music to brave different realms in search of new challengers. Once per week, you may cast the Plane Shift spell without expending a spell slot, and without material components. When casting it in this way, you cannot use this spell to banish an unwilling creature to another plane.


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