College of Uproar (5e Subclass)

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College of Uproar[edit]

Bard Subclass

Bards of the College of Uproar master the usage of magical noise used through instruments. These bards make great performers in intense musical productions where their mastery can shine. They have a natural talent when it comes to making loud music. Many students of this college are regarded as hooligans with their more chaotic style cited as reasoning. However, these bards also have mastered using loud noises in battle, frequently being used as support for small forces. Their expertise in musical battle has lead to the discovery of an instrumental enchantment that fortifies an instrument in such a way that it can be used as a melee weapon without being destroyed. This leads to graduates being used as powerful spies, seemingly harmless musicians can turn into powerful warriors with an array of magical abilities to subdue attackers. Many times, these bards don’t last long as entertainers due to their different taste in loud music, but this taste thrives in the adventuring life. Bards of the College of Uproar are terrifying opponents in battle with ear shattering notes that send enemies running for their lives.

College of Uproar Features
Bard Level Feature
3rd Battle Instrument, Battle Music
6th War Music
14th Enhanced Music
Battle Instrument

When you select this subclass at 3rd level, you gain the ability to use music as a terrifying weapon. You have the ability to preform a musical ritual to create a magical bond between you and a instrument that you can use proficiently. You preform the ritual over the course of 1 hour, which can be done during a short or long rest. The instrument must be within your reach throughout the ritual, at the conclusion of which you play a note on the instrument and solidify the bond. Once you have bonded an instrument to yourself, you cannot be disarmed of that instrument unless you are incapacitated and the instrument becomes a weapon. When you hit with it, the strike deals damage equal to your Bardic Inspiration die plus your Charisma modifier. You can have up to two bonded instruments at a time.

Battle Music

At 3rd level, you can augment your music with powerful tones. As an action, you can expend one use of your Bardic Inspiration to create one of the effects described below.

Sound Wave. You let loose a powerful shockwave of music. Each creature of your choice within 60 feet of you that you can see must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature takes thunder damage equal to an amount of rolls of your Bardic Inspiration equal to die your proficiency bonus.

Music Blast. You send forward a powerful blast in the form of song. Each creature in a 60 foot cone in front of you that you can see must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature takes thunder damage equal to an amount of rolls of your Bardic Inspiration die equal to your proficiency bonus.

War Music

Starting at 6th level, you master more complicated musical attacks. You can use this feature to create one of the effects described below once. When you finish a long rest, you regain an expended use.

Bar-line Shield. As a reaction to being hit by a ranged attack or failing a Dexterity saving throw against a damaging effect, you can add your Charisma modifier to your AC or saving throw. If this causes the attack to miss or the saving throw to succeed, you avoid taking damage and store the power in a musical bar-line. As an action on your next turn, you can fling this bar-line forward as a ranged spell attack. A creature that is hit takes thunder damage equal to an amount of rolls of your Bardic Inspiration die equal to the sum of your proficiency bonus and the number of damage dice that you avoiding taking by using this ability. If you do not use this attack by your next turn, it is lost.

Harmonic Grenade. As an action, you can create a powerful music note that explodes on impact. As part of the action, you can toss this grenade at a point you can see within 60 feet. Each creature within 20 feet of that point must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature takes thunder damage equal to an amount of rolls of your Bardic Inspiration die equal to twice your proficiency bonus, and half as much on a successful save.

Melodic Healing. As an action, you can make music to a beautiful tune. This music effects each creature of your choice that you can see within 30 feet of you. Each creature heals a number of hit points equal to an amount of rolls of your Bardic Inspiration die equal to twice your proficiency bonus, and half as much on a successful save.

Enhanced Music

When you reach 14th level, whenever you use your Battle Magic feature, you can choose to use a d6 instead of expending a Bardic Inspiration die.

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