Grear Bylls
2018-04-08, 05:40 PM
Hello everyone!
I recently decided I liked making home brew subclasses, and I just finished another Bard one. I think this one is probably unbalanced, but I'd like to hear your thoughts. Please let me know what y'all think!
Bard College of Modernism
Bards of Modernism are a unique variant of traditional bards. They fancy themselves as the future of Bard kind. They incorporate newer concepts of music into their performances, showing their viewers what is to come. Many other Bard colleges dislike Modern Bards, as they don't play "real music".
Bass Drop: At 3rd Level, you've learned how to weaponize your musical power. On your turn, you may expend a use of Bardic Inspiration as an action. When you do so, choose a creature within 60 feet of you. That creature must succeed Constitution saving throw equal to your spell save DC. On a fail, they take Thunder damage equal to a roll of you Bardic Inspiration + your Charisma modifier, and are knocked prone. On a success, they take half as much damage and aren't knocked prone.
Build Up: At 3rd level, your music begins to build to an apex. On your turn, you may use a bonus action on your turn to Build Up your music. When you deal Thunder or Bludgeoning damage with a spell or your Bass Drop feature, the damage increases by an amount shown below:
1 Turn: 1 Bardic Inspiration die
2 Turns: 2 Bardic Inspiration dice
3 Turns: 4 Bardic Inspiration dice
4 Turns: 5 Bardic Inspiration dice
5 Turns: 7 Bardic Inspiration dice
6 Turns: 8 Bardic Inspiration dice
If you fail to use your Build Up feature before you deal damage, the effect is lost. You may Build Up a number of turns equal to your Charisma modifier. Once you've used up all of your Build Up uses, you can't do so again until you finish a short rest.
Epic Bass: At 6th Level, your bass is so low it physically harms people. You learn 3 spells from any class's spell list that deal either Thunder or Bludgeoning damage. These spells count as bard spells for you, but don't count against the number of spells you know. You can replace these spells with other spells when you gain a level in this class, but only spells that do Thunder or Bludgeoning damage.
Rave: By 14th level, you mastery with electric music is beyond normal bounds, and it infuses every bit of your body. You can release this energy as an action on your turn and begin a Rave. While you Rave, you gain the following benefits:
• Your Concentration can't be broken by taking damage.
• You have advantage on saving throws made against being Charmed or Frightened.
• You have Resistance to all Bludgeoning and Thunder damage.
• When you roll a 1 or 2 for damage on a spell that deals Thunder or Bludgeoning damage, you may reroll it. You must use the new result, regardless if the roll.
• You gain Temporary Hit Points at the start of each of your turns equal to twice your Charisma modifier.
• When you take Lightning damage, you can use your reaction to take half damage, and cause the attacker or caster to make a Dexterity saving throw equal to your spell save DC, taking Lightning equal to twice your Bardic Inspiration die + you Charisma modifier on a failed save as a laser light shoots at them.
Your Rave lasts for 1 minute, after which you must succeed a DC 20 Constitution saving throw or gain 1 level of exhaustion. Once you use this feature, you can't Rave again until you complete a Long rest.
I recently decided I liked making home brew subclasses, and I just finished another Bard one. I think this one is probably unbalanced, but I'd like to hear your thoughts. Please let me know what y'all think!
Bard College of Modernism
Bards of Modernism are a unique variant of traditional bards. They fancy themselves as the future of Bard kind. They incorporate newer concepts of music into their performances, showing their viewers what is to come. Many other Bard colleges dislike Modern Bards, as they don't play "real music".
Bass Drop: At 3rd Level, you've learned how to weaponize your musical power. On your turn, you may expend a use of Bardic Inspiration as an action. When you do so, choose a creature within 60 feet of you. That creature must succeed Constitution saving throw equal to your spell save DC. On a fail, they take Thunder damage equal to a roll of you Bardic Inspiration + your Charisma modifier, and are knocked prone. On a success, they take half as much damage and aren't knocked prone.
Build Up: At 3rd level, your music begins to build to an apex. On your turn, you may use a bonus action on your turn to Build Up your music. When you deal Thunder or Bludgeoning damage with a spell or your Bass Drop feature, the damage increases by an amount shown below:
1 Turn: 1 Bardic Inspiration die
2 Turns: 2 Bardic Inspiration dice
3 Turns: 4 Bardic Inspiration dice
4 Turns: 5 Bardic Inspiration dice
5 Turns: 7 Bardic Inspiration dice
6 Turns: 8 Bardic Inspiration dice
If you fail to use your Build Up feature before you deal damage, the effect is lost. You may Build Up a number of turns equal to your Charisma modifier. Once you've used up all of your Build Up uses, you can't do so again until you finish a short rest.
Epic Bass: At 6th Level, your bass is so low it physically harms people. You learn 3 spells from any class's spell list that deal either Thunder or Bludgeoning damage. These spells count as bard spells for you, but don't count against the number of spells you know. You can replace these spells with other spells when you gain a level in this class, but only spells that do Thunder or Bludgeoning damage.
Rave: By 14th level, you mastery with electric music is beyond normal bounds, and it infuses every bit of your body. You can release this energy as an action on your turn and begin a Rave. While you Rave, you gain the following benefits:
• Your Concentration can't be broken by taking damage.
• You have advantage on saving throws made against being Charmed or Frightened.
• You have Resistance to all Bludgeoning and Thunder damage.
• When you roll a 1 or 2 for damage on a spell that deals Thunder or Bludgeoning damage, you may reroll it. You must use the new result, regardless if the roll.
• You gain Temporary Hit Points at the start of each of your turns equal to twice your Charisma modifier.
• When you take Lightning damage, you can use your reaction to take half damage, and cause the attacker or caster to make a Dexterity saving throw equal to your spell save DC, taking Lightning equal to twice your Bardic Inspiration die + you Charisma modifier on a failed save as a laser light shoots at them.
Your Rave lasts for 1 minute, after which you must succeed a DC 20 Constitution saving throw or gain 1 level of exhaustion. Once you use this feature, you can't Rave again until you complete a Long rest.