Base Class: Bard
The College of Metal is home to the bards that toss away the idea of tradition, smooth talk and finesse. No, you are not one of those whimpery bards that hide behind their allies, dance with their blades, or sing sweet ballads of the ages past.
You proudly wear your armor and you stand on the frontline, where you can bring thunder crashing down on your enemies. Your magic manifests in your weapons and music that reverberate during combat, inspiring your allies and blasting your foes with your deafening performance!
Heavy Metal
When you join the College of Metal at 3rd level, you gain proficiency with medium armor, heavy armor and shields. In addition, you gain one weapon proficiency from the following list: Warhammer, Battleaxe, Maul, Greataxe.
If you are proficient with your weapon, it can be used as your spellcasting focus.
You can change the weapon proficiency from this feature each time you gain a level in this class.
Guitar Solo
Also at 3rd level, as a bonus action you can expend a use of your Bardic Inspiration die to throw an astounding solo performance.
When you do so, choose a number of creatures that can hear you within 60 feet of you, up to a number equal to your Proficiency modifier. Each creature gains a number of temporary hit points equal to half your level in this class plus your Charisma modifier (round down).
When a creature you can see hits your ally with these temporary hit points active, you can use your reaction to play a deafening echo of your earlier performance. The attacking creature then suffers psychic damage equal to the number of temporary hit points your ally lost (up to half your level in this class plus your Charisma modifier (round down)).
Power Chord
Starting at 6th level, whenever you expend a Bardic Inspiration die, your weapon becomes imbued with resounding energy. Next time you hit a creature with a weapon attack it takes additional thunder damage equal to your bardic inspiration die. If the creature is one size larger than you or smaller it must succeed a Strength saving throw vs your spellcasting DC or be pushed 10ft directly away from you and be knocked prone.
Mosh Pit
Starting at 14th level, as an action you can throw an epic performance that incites your allies and disrupts your foes in a 30ft radius around you.
Choose a number of creatures that can hear you within range, up to a number equal to your Charisma modifier (minimum of one), these creatures can use their reaction to move up to half their movement and make a single weapon attack as a part of the same reaction. Other creatures of your choice within range, must succeed on a Wisdom saving throw or become incapacitated and unable to move until damaged, or the end of your next turn.
Once you use this feature you must finish a short or long rest before you can use it again.