College of Ska Punk

College of Ska Punk bards might not be the wisest or the strongest, but they trully are the coolest. Their main goal in life is seeking out stories that would make any sane person say "Woah, Rad". The more involved the bard is in such a story, the better.

In Practice, College of Ska Punk bards are the best at energizing and pumping up their comrades for the comming deeds. Their songs are fast and display an attitude. Their lyrics can be brash, harsh, whimsical, relatable, philosiphical or all of that at the same time.

If you think that: headbutting is a legitemate move to use in a mortal combat, mounting a bullette is a good idea, throwing a bath bomb at a water elemental is hilarious. If you want to: Take the piss, accumulate true stories that would be totally unbelivable even to the inhabitans of the same magical world as you, kick butt and take names. Then the College of Ska Punk is definitely for you.

Also, if your Ska Punk bard is Lawful aligned, you're clearly doing something wrong.

Bonus Proficiencies

When you join the College of Ska Punk at 3rd level, you gain proficiency with improvised weapons and one brass instrument of your choice.

And then I decked him so hard...

Starting at 3rd level, you can harness your bardic magic to punch, kick, headbutt and so on, with awesome might

You can spend one use of Bardic Inspiration to replace your unarmed strike's damage die with your Bardic Inspiration die. You can choose to do that after you determined that you hit an enemy, but if you already missed an unarmed strike on a target, you can't use it on that target for the next 3 rounds

Pick it up

At 3rd level, you can charge your performance with punk energy.

As a bonus action, you can expend one use of your Bardic Inspiration to really give your all to the song. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains following benefits for 5 minutes out of combat, or the number of rounds equal to double your CHA modifier as long as you expand a bonus action each turn to keep it up.

Move up a place in the initiative order

If there is an option to escape the restrained condition, you make the throws with advantage

They add half of their movement speed rounded down to their current move speed

They can shout obscenities and make rude gestures out of turn

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The Dance of Ska At 6th level, you completely master and infuse with magic the College of Ska's iconic dance. Also know as skanking. You can start to dance as an action, which halves your moving speed and disables flight by methods where your feet don't touch a hard surface, but gives you the following benefits Advantage on DEX saving throws

All the fall damage you take is halved

You gain the benefits of Dodge action You can't attack and cast spells that require somatic components while you Skank Arcane Gig Before 14th level you were using one voice and one instrument. But now, thanks to your bardic magic you can do all sorts of things to your performance with just arcane powers. Diverse instruments, echoes, a chorus, and the most important thing, your music is much louder now. Your Pick It Up can power people up to 120ft away. Now afected creatures gain the following benefits: Whyle the boost is active, they go before everyone else in the initiative order

If there is an option to escape the restrained or paralyzed conditions, you make the throws with advantage

Their Speed is doubled

Allows any affected humanoid make a 1d4+STR unarmed attack once a turn, as a free action with an unocupied limb

Damage dice of improvised weapons are doubled