# College of Rock Heaven The first electric lute was invented 350 years ago. When it was first played, every single person of the 225 people in attendance, regardless of gender, became pregnant. The children all looked mostly like the species of the carrier who brought them to term, except they had awesome mohawks or long hair and some of them were born with denim jean vests with patches on it already. On their 18th birthday, they all ascended to the upper planes. It is rumored there is a 17th outer plane, beyond the 16 of the Great Wheel, made of pure rock. 225 immaculately conceived babies grew up and went to rock heaven. I don't know how much more clear I can be. #### Flexible Inspiration When you gain this subclass at 3rd level, the innate magic that feeds your music allows you to make connections that other bards can't. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die. You regain a number of spell slots equal to one third of your roll rounded down (minimum of 1). If you regain a slot higher than first level, you may choose to regain multiple lower level slots of equivalent total number. For example, if you roll a 6, you can regain one 2nd-level spell slot or two 1st-level spell slots. #### Sorcerous Expansion At 3rd level, the rock in your veins has manifested outside of your usual musical talents. Choose any spell of 2nd level or lower from the sorcerer spell list. The spell counts as a bard spell for you. You may cast this spell a number of times equal to your Charisma modifier without using a spell slot. You can choose to trade this for a different spell when you gain a level in this class, so long as the spell you choose is still from the sorcerer spell list and is 2nd level or lower. #### Inspired Casting At 6th level, your musical birthright has found strength within you, allowing you to manipulate your spells as you cast them. Choose one of the following options. When you cast a spell, you can expend a use of Bardic Inspiration as a bonus action to apply the chosen option to it. - **Careful Spell**: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. Roll your Bardic Inspiration die and choose a number of creatures equal to the roll. A chosen creature automatically succeeds on its saving throw against the spell. - **Distant Spell**: You double the range of a spell that has a range of 5 ft or greater. Alternatively, if a spell has a range of touch, you make the range of the spell 30 ft. - **Exended Spell**: You double the duration of a spell that has at least a one minute duration, to a maximum duration of 24 hours. - **Empowered Spell**: When rolling a spell that deals damage or heals, you can exacerbate its effects. Roll your Bardic Inspiration die. You may add the number rolled to the amount of healing or damage done by the spell. #### Synced Magic At 14th level, your connection to your innate magic strengthens. You may take a second option from the Inspired Casting list. In addition, the bridge between your innate and musical magic has been almost entirely breached. Whenever you cast a spell from the sorcerer spell list as a result of your Sorcerous Expansion or Magical Secrets features, you regain a point of Bardic Inspiration. If you cannot regain any points of Bardic Inspiration, you may instead roll your Bardic Inspiration die and regain a number of hit points equal to the roll.
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Concept © Dimension 20, Art © Raboidal