College of the Bellower

Source: Elaris — Tongue and Quill

The College of the Bellower is not for the faint of voice or the subtle of soul. These bards are thunder made flesh—war-chanters, stage-shakers, and primal screamers whose magic doesn’t flow from delicate fingers strumming lute strings, but from lungs that shake the rafters and voices that break the bones of silence. Where other bards use subtlety and finesse, the Bellower overwhelms with raw sound, emotion, and physical presence.   Originating in tribal war-singers and arena criers, the College of the Bellower has since found a place among siege armies, gladiatorial pits, and political revolutions. Their magic is less an art and more a weaponized state of performance—unrefined, forceful, and deeply personal. Like barbarians, they rely on bursts of visceral passion, entering battle in a state that feels as much like performance frenzy as it does arcane spellcasting. A Bellower doesn’t charm or trick—they dominate the air itself, making themselves impossible to ignore and difficult to endure.

Thunderous Presence

3rd-Level Bard (College of the Bellower) Feature   You learn to amplify your voice and body with destructive force. As a bonus action, you may enter a Bellowing State, which lasts for 1 minute or until you are incapacitated. While in this state:
  • You gain temporary hit points equal to your Intelligence modifier + your Bard level.
  • You can use an action to release a powerful bellow, forcing each creature within 15 feet of you to make a Constitution saving throw against your Spell Save DC, taking 2d4 thunder damage on a failure. Deafened creatures are immune to this damage. This damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
  • When you cast a bard spell that deals thunder damage or forces a creature to make a Strength or Constitution saving throw, you may add your Constitution modifier to one damage roll of the spell.
  • Your voice can be heard clearly up to 600 feet away, or up to 1,200 feet away when you yell, and you are immune to the Deafened condition.
You can enter a Bellowing State a number of times equal to your Bard Power Reservoir, regaining all expended uses when you finish a short or long rest.

Shatter Note

3rd-Level Bard (College of the Bellower) Feature   You learn the Shatter spell, and it is always prepared for you. You can cast it once without expending a spell slot while you are in your Bellowing State. Once you do so, you cannot do so again until you enter your Bellowing State again.   Additionally, when you deal thunder damage to a creature with a bard spell, you can choose to attempt to push that creature 10 feet away from you in a straight line. A creature must succeed on a Strength saving throw against your Spell Save DC or be pushed.

Resonant Defiance

6th-Level Bard (College of the Bellower) Feature   You learn to weaponize feedback and sonic resilience. While in your Bellowing State, you gain resistance to thunder and force damage. Additionally, when a creature you can see or hear within 30 feet of you targets you with a spell or harmful effect, you can use your reaction to unleash a defiant roar. The creature must make a Constitution saving throw against your Spell Save DC, suffering disadvantage on all attack rolls, ability checks, and saving throws until the start of your next turn.   You can use this feature a number of times equal to your Bard Power Reservoir, regaining all expended uses when you finish a long rest.

Voice of the Worldbreaker

14th-Level Bard (College of the Bellower) Feature   Your voice carries the weight of an avalanche and the fury of a collapsing mountain. While you are in your Bellowing State, you can use an action to unleash a Worldbreaking Roar. Each creature of your choice within 30 feet of you that can hear you must make a Constitution saving throw against your Spell Save DC. On a failure, a creature takes 5d8 thunder damage, is Deafened for 1 minute, and is Stunned until the beginning of your next turn. On a success, it takes half damage and is not Deafened or Stunned. Once you do so, you cannot do so again until you enter your Bellowing State again.   In addition, your thunder damage ignore resistance, and treats immunity as resistance.

Comments

Please Login in order to comment!