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College of Protest
The history of rebellion and resistance is woven through with song, from the righteous anger of the incendiary ballad or march, to the fierce joy of the striking workers despite their hunger and cold, to the hidden messages and subtle satire snuck into the art of those who could not safely speak the truth. Bards of this College are masters of such art. They rally the masses, giving them the bravery to fight for what they know should be. They comfort the oppressed, giving them the hope and solace needed not to lay down and die. They expose the lies, the tricks, the hypocrisies, and the dark secrets of kings and churches and bureaucracies. And sometimes, sometimes they even shame the powerful into making change of their own accord (or at least, show them the anger of the public enough to scare them into doing it.)
Bonus proficiencies
Upon joining this College at 3rd level, you gain proficiency with shields and improvised weapons. Additionally, you gain proficiency in the Persuasion skill if you didn't already have it, and Expertise if you did. (Gaining Expertise on a pre-existing proficiency does not count against the two Expertises you gain at 3rd level, but if you did not previously have proficiency and are only now gaining it, you may apply one of your two Expertises to it immediately) (DMs are encouraged to pay extra close attention to the differences between Persuasion and Deception when it comes to Protest Bards.)
Rabble Rouser
Also upon joining this College at 3rd level, you know how to stir your listeners up and brace them for the coming fight. You gain the Inspiring Leader feat.
Haunting Performance
By 6th level, your incisive words and earworm melodies can make the most devoted followers of the social order--or even its leaders--question whether it is truly right. Whenever you make a Performance check, you may target one audience member of your choice that you can see. Spend a use of Bardic Inspiration and make a second Performance check. If you score 15 or higher on this Performance check, you have advantage on your next Persuasion roll against this target.
Which Side Are You On?
Upon reaching 14th level, your ability to stir the masses to fight against evil and injustice is nigh-unparallelled. If you are engaged in combat in a place containing a large number of non-combatant NPCs who are not hostile toward you, you may use your bonus action to cry out to the crowd, pulling them to your side. Roll a number of d6s equal to your Charisma modifier and add the results. This many NPCs (or if that many are not present, then as many as are) join the fray on the side of you and your allies, striving to defeat those you battle against. These NPCs take their actions on your initiative. They each gain temporary hit points equal to your Bard level + your Charisma modifier, and Proficiency with improvised and simple weapons if they had no pre-existing weapon proficiencies. If any of them loses all temporary hit points and is reduced below 10 regular hit points, they flee.
Once you have used this feature, you cannot do so again until you finish a long rest.

















