Bard - College of Thunder

by KibblesTasty

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Bard

College of Thunder

Some Bards grow in talent, weaving beutiful ballads that move their listeners to tears. Some bards just turn up the volume. The college of thunder is a Bard that delves into the technology and innovation offered by magic and technology and their intersection to upgrade their instruments, creating devices capable of reaching an audience far and wide... whether the audience wants to hear it or not.

Lacking in subtle, these bards are viewed as innovators and pioneers by themselves, and generally a large pain in the ears by most others.

Plugged In

When you join the College of Thunder at 3rd level, you begin to innovate on your instrument of choice, giving it some new features that amplify your power.

Amp

When you cast a spell a spell that has a range of 5 feet or greater that uses your upgraded Instrument as a focus, the range of the spell is doubled.

Thunderous Riff

You can use your upgraded instrument to cast thunder note.

Bardic Distraction

When a creature within 60 feet of you attempts to make cast a make an attack roll or cast a spell with a verbal component, you can use your reaction to expend a use of Bardic Inspiration to attempt to distract them with a thunderously loud noise. The target must pass a Constitution saving throw against your spell save DC or their attack or spell fails. Once you use this ability, you cannot use it again until you complete a long rest.

Crescendo

Additionally at 3rd level, you gain access to an expanded spell list. You learn the following spells at the following levels, and they do not count against your spells known. The following spells are considered bard spells for you even if they don't normally appear on the Bard list.

Bard Level Spells Learned
3rd level thunder waveK
3rd level shatter
5th level thunderpulseK
7th level echoing lanceK
9th level sonic shriekK

Louder

Starting at 6th level, when you deal thunder damage to a target, you can add your Charisma modifier to the damage dealt. Additionally, you can use your Bardic Distraction again after completing a short or long rest.

Flashy Upgrade

Starting at 14th level, you can add flashy new upgrade to your upgraded instrument to bring the performance to dangerous new highs. Select one of the following enhancements. You can change the selected enhancement at the end of a long rest.

Charged Up

After casting a spell that uses your upgraded instrument as a focus, you can cast lightning chargedK as a bonus action without expending a spell slot (ignoring the normal limitations on casting a bonus action spell). Once you cast the spell in this way, you cannot do so again until you complete a short or long rest.

Pyrotechnics

After casting a spell that uses your upgraded instrument as a focus, you can cast scorching ray as a bonus action without expending a spell slot (ignoring the normal limitations on casting a bonus action spell). Once you cast the spell in this way, you cannot do so again until you complete a short or long rest.

Showlight

After casting a spell that uses your upgraded instrument as a focus, you can cast moonbeam as a bonus action without expending a spell slot (ignoring the normal limitations on casting a bonus action spell). Once you cast the spell in this way, you cannot do so again until you complete a short or long rest.

Thunder Spells

Thunder Note

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a cymbal)
  • Duration: Instantaneous

You emit a crashing bang with a localized point of intensity targeting a creature within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage. If the target has taken Thunder damage in the last minute, they take 1d12 thunder damage instead.

This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4s12).

Echoing Lance

4th-level evocation


  • Classes: Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You emit a targeted burst of intense sonic energy at a target within range. The target must make a Constitution saving throw. On failure, they take 3d8 thunder damage and becomes stunned for the duration by the intense sound. On a successful save, the target takes half as much damage and is not stunned.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure, they take an additional 1d8 thunder from the echoes within the mind.

Sonic Shriek


  • Classes: Occutlist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self(120-ft cone)
  • Components: V, S
  • Duration: Instantaneous.

You emit a sonic blast covering a huge area. Each creature in a 120 foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 damage if they are within 60 feet of you, or 3d8 damage if they are further than 60 feet from you. On a successful save, a creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Thunderpulse

3rd-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self(15-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You gather sonic energy and can expel it in shockwaves for the duration. Until the spell ends, the you can use an action emit a shockwave in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 3d8 thunder damage and being knocked 10 feet away from you on a failed save, or half as much damage and not being knocked away on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

 

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