Bard - College of Thunder

by KibblesTasty

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Bard

College of Thunder

Some bards grow in talent, weaving beautiful ballads that move their listeners to tears. Some bards just turn up the volume. The College of Thunder is a path for those that want to be heard - to convey their message with great emphasis to as many people as possible. They often are keenly interested in innovating their instruments, finding improvements that allow them to make new, louder, sounds... the musicality of those sounds is sometimes debated by more
classical artists.

Lacking in subtlety, these bards are viewed as
innovators and pioneers by themselves... and
generally a large pain in the ears by most others,
most especially their proceeding generation.

Dramatic Cantrips

At 3rd level, when you select this college, you
learn the thaumatury and thunder note
cantrips, which count as bard spells for you
but don't count against the number of spells
you know.

Harsh Chord

Starting at 3rd level, as an action, you can expend a use of Bardic Inspiration to play a powerful chord that sweeps outward. Each creature of your choice within 20 feet of you must make a Constitution saving throw against your spell save DC. A creature takes thunder damage equal to your bardic inspiration die + your bard level on a failed saving throw, or half as much damage on a successful one. Constitution saving throws to maintain concentration on spells triggered by this damage are made with disadvantage.

Thundering Magic

Additionally at 3rd level, you gain access to an expanded spell list. You learn the following spells at the following levels, and they don't count against your number of 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
3rd level thunder wave, shatter
5th level thunder pulseK
7th level echoing lanceK
9th level sonic shriekK

Louder

Starting at 6th level, when you cast a spell that deals thunder damage, you can add your Charisma modifier (minimum +1) to the damage dealt.

Amplified Antics

Additionally at 6th level, when you cast a bard spell with a range of at least 10 feet, the range increases by 30 feet.

Reverberating Echo

"Starting at 14th level, when you cast a spell using a spell slot on your turn, and the spell deals thunder damage, you can cast that spell again on your next turn without expending a spell slot, but any damage it deals is halved.

College of Thunder Quirks

The following are some optional quirks for a bard of the College of Thunder. You can optionally roll or select a quirk that suits your character.

d6 Quirk
1 All performance checks are better when made at maximum volume.
2 Your fashion taste is memorable.
3 You plunge into things recklessly. Old age is for boring people.
4 You prefer odd instruments that you tinker with endlessly.
5 Everything is a stage if you believe hard enough.
6 You sometimes get very involved in mimed performances.

Art by Trung Tin Shinji

Thunder Spells

Thunder Note

Evocation cantrip


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • 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 and become deafened until the start of their next turn. This attack ignores cover. Constitution saving throws to maintain concentration on spells triggered by this damage are made with disadvantage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thunder Pulse

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 as a shockwave in a 15 foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage is knocked 10 feet away. On a successful save, the creature takes half as much damage and not being knocked away.

You can create a new shockwave as your action on any turn until the spell ends.

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.

Echoing Lance

4th-level evocation


  • Classes: 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 a 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 isn't stunned.

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

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Sonic Shriek

5th-level evocation


  • Classes: Bard, Occultist, 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 thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeed on its saving throw if it is more than 60 feet from you.

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.

 

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