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College Of Uproar

Ear-splitter When you join the College of Uproar at 3rd level, you can rock your surroundings with an improved vocal and physical toughness. You gain proficiency with medium and heavy armor, and you can now produce speech, sounds, and music up to triple their normal volume. In addition, you can use instruments you are proficient in as melee weapons you're proficient in. If an instrument can be played using one or two hands, it counts as a light and versatile weapon that deals 1d6 bludgeoning damage (108 if wielded in two hands). Such instruments include bugles, flutes, horns, panflutes, saxophones, shawms, and tambourines. If an instrument can only be played using two hands, it counts as a two-handed weapon that deals 2d6 bludgeoning damage. Such instruments include bagpipes, dulcimers, guitars, harps, large drums, lutes, lyres, and viols. For 15 gold pieces worth of metal and other materials, you can fit bladed or spiked attachments to an instrument, causing it to deal slashing or piercing damage, respectively, instead of bludgeoning damage. You can plate an instrument with silver or adamantine as you could any other weapon (for their respective costs).
  Sforzando Also at 3rd level, you gain the ability to unleash a deafening, magically-amplified note using your voice or instrument. As an action, you can expend one use of your Bardic Inspiration to force all creatures in a 30-foot cone that can hear you to make a Constitution saving throw against your spell save DC. On a failed save, targets take thunder damage equal to two Bardic Inspiration dice and become deafened until the end of your next turn. On a successful save, targets take half this damage and are not deafened. The number of Bardic Inspiration dice you roll for this damage changes at certain levels in this class, increasing to three dice at 6th level, and four dice at 14th level. The note you emit with this feature is audible out to 300 feet, and wakes any sleeping creatures in the area.
  Cacophonous Blows At 6th level, your unbridled boisterousness endows your attacks with their own magical resonance. You gain resistance to thunder damage, and your attacks with instruments count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Additionally, once per turn when you land a melee attack with an instrument, you can cause your hit to deal an extra 108 thunder damage and emit a boom audible up to 120 feet away. At 14th level, this extra damage increases to 2d8.
  Electrifying Solo After reaching 14th level, your exposure to audile magics grants you immunity to the deafened condition. Further, it allows you to summon volatile thunderstorms by performing an epic vocal or instrumental solo. You can begin this solo using an action, and it lasts for up to 1 minute. Your solo ends if you become silenced or incapacitated, or if you choose to end it on your turn (no action required by you). During your solo, non-allied creatures within 120 feet of you have disadvantage on their saving throws against being deafened or frightened. In addition, whenever you deal thunder damage to a creature within 120 feet of you, you can use your bonus action to deal 2012 lightning damage to it. If a target is killed by you during your solo, its face melts. Once you perform your solo, you can't perform another one until you finish a long rest.

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