Bard
Base Class: Bard

While most Bards are expert creating beautiful and inspiring song for their adoring public, with unmatched grace and outstanding charm, the bards at the College of Brutality make think somewhat different. By infusing their songs with the arts of Dark Magic and a deep study of Demonology, these bards harvest the power of evil into strengthening their voices and songs for devastating spells against their enemies, as well as increasing the brutality of their allies. These bards are NOT to be messed with.

These bards generally tag along with some of the other colleges, like the College of Valor or the College of Swords, but they still prefer the company of their fellow members. These bards are known to be quite the trouble makers and most of them are eager and quick to act with violence if provoked, being not only good with magic, but also quite the skilled warriors with the use of heavy metal....... weapons like greataxes and warhammers. 

Metalhead Proficiency

When you join the College of Brytality at 3rd level, you gain proficiency with heavy armor and martial weapons, as well that turning your current weapon into your Bardic instrument.

Thundering Shout

At 3rd level, when a creature that you can see that is within 30 feet of you makes an attack roll, ability check or saving throw, you may use your reaction and expend one of your Bardic Inspiration die to let out a high-pitched scream of pure metal power! One hostile creature within 30 feet of you must make a Wisdom saving throw (DC 10 + your Charisma modifier + your Bardic Inspiration die roll) or be frightened. Each creature within 15 feet of you who also fails their roll take thunder damage equal to your Bardic Inspiration die roll. You may use this ability a number of times equal to your Charisma modifier until you take a long rest.

Thunderstruck

At level 6 you learn to conduct the power of thunder through your song, releasing a tremendous wave through you. As an action during you turn, you can expand any number of your uses of your bardic inspiration to create a strong thunder wave around you. Force each creature within 30 ft. radius around you to make a Constitution saving throw against you bard spell DC, or take 2d6 thunder damage for each bardic inspiration you spent. On a failed save, be deafen for 1 minute, and be pushed 10 ft. away from you. On a successful save, a creature takes only halve damage and suffers no additional effects. An already deaf creature or one who can't hear you takes no damage from this spell, but still makes the save against being pushed. You can any use of this feat after you roll a initiative at the start of the combat.

Additionally, all your Melee attacks deal a bonus thunder damage equal to half your bard level (rounded down).

Deatharmonic

At 14th level, your music makes your enemies more susceptible to attacks, strengthening your allies with overwhelming power as it harvest the power of death itself.  Select a creature as a target for this feature then do a Performance Check against the creature's Wisdom save. On a failed attempt, whenever you or one of your allies attacks and hits the targeted creature, the attack deals extra thunder or necrotic damage equal to 5 times your Charisma modifier (minimum of 1), the Bard must mantain concentration for the effect to continue. Damage Type depends of the type of music that the Bard plays (Power Metal = Thunder. Death Metal = Necrotic)

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