Rockerboy

*A class of 21st century rebels who turned their music into a weapon and aimed it at corporations and the powers that be. They're unruly artists, street-heroes, charismatic frontmen firing up thousands of fans at concerts that usually end up in riots. Their uncompromising attitude, politically radical lyrics and performances has granted them their own sociological status.*

*Their fingers are as dexterous on the frets as they are on their triggers when words and music aren't enough to get their message across. Johnny Silverhand set the bar for rockerboys and not much has changed fifty years after his mysterious death. Rockerboys are still screaming their throats bloody about oppression by the system, though there are some like Kerry Eurodyne who are accused of selling out and abandoning punk-rock disobedience for money and fame.*

*Even if that were true, the world still needs its musical revolutionaries – and they're still among us. Maybe they're just starting to compose their first "Fuck You" songs, or maybe they're about to stumble out of a seedy dive and throw down the gauntlet to the corps and the badges... But when they finally start making noise, that's when people will start to listen.*

## Class Features

As a rockerboy you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per rockerboy level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rockerboy level after 1st

### Proficiencies

**Armor**: Light armor, helmets
**Weapons**: Melee weapons, pistols, and SMGs
**Tools**: One musical instrument of your choice
**Saving Throw**: Reflex
**Skills**: Choose any three

### Bulletproof Ego

Starting at 1st level, while you are wearing light or no armor, you gain a bonus to AC equal to your proficiency bonus.

### Charmer

At 1st level, you know how to be quite charming. If you spend 1 minute talking to someone who can understand what you say, you can make a People (Persuasion) check contested by the creature’s People (Sense Motive) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. The feature also ends if you or your companions do anything harmful to the target. If the creature succeeds the check, you cannot use this feature against that creature again until you finish a long rest.

### Rallying Cry

You can rally others through rousing remarks or music. Beginning at 1st level you can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Rally die, a d8.

Once within the next 10 minutes, the affected ally can roll the Rally die and add the number rolled to one ability check, attack roll, or saving throw it makes. The affected ally can wait until after it rolls the d20 before deciding to use the Rally die but must decide before the GM says whether the roll succeeds or fails. Once the Rally die is rolled, it is lost. A creature can have only one Rally die at a time.

You can use this feature a number of times equal to your People modifier (a minimum of once). You regain any expended uses when you finish a long rest.

### Jack of All Trades

At 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

### Restful Tunes

Beginning at 2nd level, you can use soothing music to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

The die becomes a d10 at 9th level.

### Rebellious Approach

At 3rd level, you choose a Rebellious Approach. Each approach also grants different abilities at 6th and 10th levels.

### Ability Score Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

### Reinvigoration

Beginning when you reach 5th level, you regain all of your expended uses of Rallying Cry when you finish a short or long rest.

### Keep Your Head

Starting at 7th level, you gain the ability to use music to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 60 feet of you have advantage on saving throws against being ghosted. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it (no action required).

### Extraordinary Drive

At 9th level, when you roll initiative and have no uses of Rallying Cry left, you regain one use.