Thunder Drummers
(3rd Level)
Rhythms of Rebellion
You learn to inscribe or memorize Battle Rhythms, short sequences of 2–4 beats representing divine emotional patterns. These rhythms require verbal or instrumental performance and can be used to fuel unique abilities during combat or crisis.
- You gain two Battle Rhythms of your choice (see examples below).
- You may use a bonus action to perform a Rhythm, expending a Bardic Inspiration die.
- Each rhythm requires a full round of audible performance (voice, chant, or drumming).
- Creatures affected must be within 30 ft. and able to hear you.
Battle Rhythm Examples:
- Resonance of Fire: Ally gains temp HP = Bardic Inspiration die + your Cha mod.
- Pulsebreaker: Foes in 10 ft. radius make a Con save or suffer disadvantage on next weapon attack.
- Surgebeat: Target ally can move up to half their speed without provoking opportunity attacks.
- Dread Echo: You emit a rumble of ancestral fury. Enemies of your choice within 30 ft. must succeed a Wisdom save or subtract 1d6 from their next saving throw.
(6th Level)
Thunder in the Bones
When you roll initiative or expend a Bardic Inspiration die, you create a thunderous pulse.
- You and all allies within 10 feet gain advantage on saving throws against being frightened or charmed until the end of your next turn.
- If you begin a turn with no Bardic Inspiration dice remaining, you can still use a single Battle Rhythm once per short rest.
Also, Drum Tattoos: You may inscribe sacred drum patterns onto your skin, instruments, or gear. These act as spellcasting focuses, and while performing a Rhythm, you gain resistance to thunder damage and your voice or beat reverberates in difficult terrain, making it non-difficult for allies within 10 feet.
(10th Level)
Echo of Shango
When you complete a short or long rest, you may choose one of your Battle Rhythms to Echo for the day. You may use this Echo Rhythm without expending Bardic Inspiration once per turn, up to your Charisma modifier times per long rest. Echo Rhythms only affect one target per use, but require no bonus action—just part of your performance.
Also, when casting a spell with the Thunder or Emotion tag (such as Thunderwave, Calm Emotions, Heroism), you can roll your Bardic Inspiration die and choose to:
- Add it to the spell's damage or healing.
- Force one target of the spell to make their saving throw with disadvantage.
(14th Level)
Drum of Storms
You gain access to Ultimate Rhythm: Heart of the Storm
- As an action, you perform a powerful communal rhythm. For 1 minute:
- Allies within 30 ft. gain Shango’s Pulse: at the start of their turn, they gain temp HP equal to your Charisma modifier and ignore the first 10 feet of difficult terrain.
- Enemies within 30 ft. have Disadvantage on concentration checks and must succeed a Wisdom save at the start of their turn or have disadvantage on all attacks until the start of their next turn.
Once used, this feature cannot be used again until you complete a long rest. If you are reduced to 0 HP while this rhythm is active, a final Thunderclap surges outward, dealing thunder damage equal to twice your bard level to all enemies within 15 ft. (Dex save for half).
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