School of Rock

There are some among bards that use their words to embolden the allies around them, their blade unsheathed to do battle with hideous foes. Some turn combat in their favor by entrancing and enchanting the ones before them, in hopes to bypass a bloody end altogether. Still others use their knowledge of the subtle arcane nature of the world to their advantage, plucking what they must from the air as pieces of history, enabling them to better face the future.

However, there are fewer still that use these sounds that strengthen as the weapon itself. Amplified to unfathomable degrees, the Bard belonging to the School of Rock makes sure that every soul is rattled by the volume of tales that they tell and weave. Mighty is their song, and powerful is their instrument, a single strum renewing vigor within even the most disheartened of allies. They only meet to perform songs together for many to see and sing their praises, the prospects of fortune just as rewarding to them as being a part of stories of glory. The only thing more sacred to a Bard of Rock than their instrument of choice is the sacred bond of fellow band members and adventurers that stick with them through thick and thin.

Amplitude
At 3rd level when you choose this college., your ballads are so loud, even those without hearing feel its impact. You ignore the requirement of spells and abilities needing the target to hear you. Additionally, spells with only verbal components cause the target(s) to make their saving throws at disadvantage.

Power Chord
At 3rd level, you have mastered unconventional music techniques. Once per long rest, as an action you may expend a bardic inspiration die and choose any number of allies within 30 feet. Each creature gains access to one of your bardic inspiration dice until the end of your next turn. At 5th level, you can use Power Chord once every short or long rest.

Mosh Pit
At 6th level, your performances become so jarring, destroying things around you turns second nature. You add your charisma modifier any time you deal thunder damage.

Additionally, you become proficient in attacking with your instrument. Your instruments deal 1d4 thunder damage and are two-handed weapons.

Battle of the Bands
At 14th level, you learn how to masterfully overpower other voices on the battlefield. Whenever you take the countercharm action, you gain the following benefits:

• Its effect lasts an extra round.

• Allies have advantage on saving throws against spells with verbal components.

• As a reaction, you can expend and roll one of your bardic inspiration dice to add to an ally's saving throw or AC against a spell or attack, but only if the ally is under the effects of countercharm.