Fear the bard who uses the primal energies of the world to harness and profess the darkness both inside and around them! Those who train in the College of Metal are warriors of a different sort; lore and war are one, fused together into unadulterated carnage and destruction! The flames of the Abyss in their tongues, the horns of Valhalla in their songs, the spirit of demons and the undead in their hearts!
Bonus Proficiencies
When you adopt this College at 3rd level, you gain proficiency in heavy armor, shields and martial weapons.
Scream of the Banshee
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.
Battle Magic
At 6th level, at the cost of additional martial prowess, you have mastered the art of spell weaving and weapon use earlier than those of the College of Valor. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Create Metalhead
At 14th level, you gain the ability to inspire a being's mind the righteous power of metal! Using your action, you can touch an incapacitated humanoid or giant. That creature is then considered charmed by you until a remove curse spell is cast on it, the charmed condition is removed, or you use this feature again. You can communicate with your metalhead telepathically as long as you are both on the same plane of existence. When the target is no longer under the effects of the ability, they recognize you have used magic to affect its mind, and it becomes openly hostile towards you, as per the cantrip friends.
I absolutely love it. The third level ability seems OP though, maybe limit it to just one enemy that you're targeting? Probably also should limit it to something like say, can only use the ability a certain amount of times per rest (Cha. Modifier times per rest?) But other than that this is great.
EDIT: You should also make the third level ability take a reaction to use, so that somebody can't use it 4 times in a row when each enemy attacks
I absolutely love it. The third level ability seems OP though, maybe limit it to just one enemy that you're targeting? Probably also should limit it to something like say, can only use the ability a certain amount of times per rest (Cha. Modifier times per rest?) But other than that this is great.
EDIT: You should also make the third level ability take a reaction to use, so that somebody can't use it 4 times in a row when each enemy attacks
HA this is great. The 14th level ability is just like the eldritch warlock's ability but \m/ METAL\m/. The only thing I would want to add is the ability to cast Color Spray as a bardic spell. mostly because I want a rainbow in the dark reference; that and it fits well with dancing lights (in the form of stage lights LOL).
This is awesome. I did one similar to this for my homebrewed campaign setting.The artifact instruments at the bottom are all in my setting world, though none take place in the same campaign location as another, they may all come together for the final "world ending" campaign if the various parties find them all.
have a look:
Bard College
College of Hard Knocks
Lore/history/purpose: Long ago, there were four bards which ventured forth to find the true secrets of music held captive by the depths of the abyss. It is not known to this day if the four ever discovered these secrets, but they did return with a sound and presence that was never seen before, with instruments that had never been seen before. Their performances could inspire great chaos and great power on a grand scale. This came with a drawback: it attracted demons and devils to a great degree, and where demons and devils congregated, bad things happened. When the group was accused of serving the demonic forces they were pursued and hunted. When the group was silenced, the demons and devils rioted. During the struggle, the group resurfaced and used their instruments against the horde, aiding greatly in their defeat. Soon after, the group disappeared, scattering themselves around the world. The college was formed by their bardic followers, knowing that there was value in their knowledge and secrets to their instruments and methods. Bards of the college of Hard Knocks are travelers that easily don’t fit in to most groups. They are either received extremely well by a person, or extremely bad. They are unapologetic, impulsive, and fun loving bards who as likely to join in a battle (or start a fight) as they are to watch and study it to tell of it later. These bards have never been known to use their skills to prevent a fight, and relish in the melee for the sake of it. Bards of the College of hard knocks travel the world to find the bards who the college is founded in honor of, and their instruments, to unlock and harness their secrets.
The Bards and their instruments
Vlad: The axe of shredding licks (Keytar greataxe; see Provoka ep5) Lars: Nest of the final Rest(Drums made of holly wood and dragonskin with darkmetal cymbals) Violet: The Mace of Bass (Bass guitar made of adamantine that functions as a greatclub) Lissa: Celestial Fracture (Battleaxe/guitar made from a fractured meteorite)
Bonus Proficiencies: When you join this college at level 3, you gain proficiency in STR saving throws and any weapon with the two handed or the versatile property.
Let the Bodies Hit the Floor: Also at 3rd level, you learn to use your performance skill to inspire large groups of people to act more wildly. during your performance. When using this feature in combat, ALL creatures that you can see for the next minute (friend or foe) adds a bardic inspiration die to their damage rolls as long as you are continuing your performance. Make a performance skill check (if proficient), This determines a DC for a Will save made by all non-allies, if failed they become allies or followers for 1d4 days following the performance. Enemies in combat have advantage on this save and do not make it until the end of combat, if they survive.
Heavy on the Pyro: at 6th level, your stage magic (illusion magic) is extra potent, because it can’t be metal if it’s not real. If desired your illusion magic can manifest with evocative properties. If your illusion emulates an elemental effect, the spell can create that kind of elemental damage, otherwise, force damage is applied. The spells cause 1d6 damage of the specific type per spell level. You can control the force to be lethal or non lethal, a pushing force will push a medium sized creature 1d6 feet per spell level, the target can make a dex save against your spell save DC to not be pushed.
Trash the Stage (or “it’s all part of the show”): when you reach 14th level, your mastery of your stage presence allows you extra actions while performing. while mid performance, you can use bonus action to make a melee or spell attack without breaking performance.
The Instruments (artifacts):
These items can evolve based on the following parameters. Once attuned these items are at their base (as Described). When attuned, the effects of the Major Detrimental Properties immediately occur. The weapon has 10 levels (starting at 0), at each level gain another property of the artifact is unlocked. Each level requires 50x(the level) points to reach, points do not stack between levels. The player will not know of this, the DM will keep track and let the player know when the weapon evolves.
the following will award points:
Melee killing an enemy with the weapon: 1 point Killing an enemy using a great weapon master ability: 1 point extra An ally using Bardic Inspiration: 1 point An ally using Bardic Inspiration on an action where an enemy dies: 1 point Involving the weapon in a successful charisma check: 1 point beating the DC or challenge of the charisma check by 5: 1 point +1 per score beyond 5 Killing a Celestial creature with the weapon: gain points equal to monster CR Beating a fiendish creature in a rock off challenge: 5 points Beating the rock off challenge by 5 or more: points equal to monster CR, plus the monster will act in your servitude for 1d10 hours.
The Axe of Shredding Licks: Base Weapon: This axe is made of black iron and inscribed with runes, the leather strap going from the neck to the base appear to be dark red leather hide from some terrible creature. It is warm to the touch and features vile looking runes on the surface in an odd sequence. Minor Property: Illusion, the attuned user can will the axe to appear different, typically as an instrument or a menacing axe. Quirk: Metamorphic: each day, the symbol of one rune may change, or a minor detail will change. This does not affect the use of the Axe. This Weapon requires attunement. This +2 Great Axe functions also as a musical instrument, when held like a lyre or lute one can press the runes along the longer than usual blade and sound will erupt from the axe. When attuned, the bearer has the use of the “great weapon master” feat.
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon: 1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact. 2. You take 8d10 psychic damage when you become attuned to the artifact.
Upon gaining levels:
Level 1: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again. Level 2: While attuned to this artifact, your appearance changes to be more like a death metal performer. Level 3:While attuned to this, all holy water within 10 ft of you is destroyed. Level 4: While attuned to this artifact, can use an action to cast Witch Bolt WHILE playing for up to one minute. A bard attuned can play with witch bolt while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset. Level 5: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half Level 6: While attuned, you deal 1d6 necrotic damage to any living plant you touch that is not a creature. Level 7: While attuned to this artifact, can use an action to cast Enthrall WHILE playing for up to one minute. A bard attuned can play with Enthrall while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset. Level 8: While attuned to this artifact, can use an action to cast Hunger of Hadar WHILE playing for up to one minute. A bard attuned can play with Hunger of Hadar while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset. Level 9: While attuned to this artifact, the bearer gains a +2 to Charisma, to a max of 24. Level 10: While attuned to this artifact, can use an action to cast Fire Storm WHILE playing. A bard attuned can cast while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Nest of the Final Rest: Base Weapon: this set of drums sits inside a shallow basin of Holly branches that are twisted and gnarled, so dark that they look burned. It appears to be a drum set in a nest of some horrible creature. there are five drums in the set (as a typical set) and each is the color of a different chromatic dragon. The cymbals are a dark metal, it is indiscernible what kind. The entire kit is collapsable inside the bass drum. Inherent Property: This item just doesn’t seem to sound as good in direct sunlight Minor Property: This item cannot be broken, and is much lighter than it seems. Quirk: This item mutters softly, if someone gets close to listen, it will usually say something concerning the last performance, or commenting on how it’s been too long, and it came all this way to “rock some F***king socks off” This item requires attunement. This is a drum set, while an attuned person is playing it, they gain a +2 bonus to charisma and has a +1 AC against nonmagical projectiles while playing. This item can be used as cover without issue.
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon: 1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact. 2. You take 8d10 psychic damage when you become attuned to the artifact.
1st level: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again. 2nd level: While attuned to this artifact, your appearance changes to be more like a death metal performer. 3rd level: While attuned to this artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature. if the plant dies, it becomes petrified and resembles the appearance of the vining on the drum set. 4th level: While attuned to the artifact, the individual cannot be charmed or frightened. 5th level: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half. 6th level: When this level is reached, the attuned individual gains 1d4 x 10 pounds. 7th level: While attuned to this artifact, the user can use an action to cast Erupting Earth (ee17). After the spell ends, roll a d6, on a roll of 1-5 this feature cannot be used until the next dawn. 8th level: While attuned to this artifact, the user is immune to disease. 9th level: While attuned to this artifact, the user can use an action to cast Mirage Arcane. After the spell ends, roll a d6, on a roll of 1-5 this feature cannot be used until the next dawn. 10th level: While attuned to this artifact, movement speed is increased by 10. This bonus is doubled if the attuned individual is moving towards the drum set.
The Mace of Bass: Base Weapon: This Bass guitar is brilliant and shimmering, and has mace-like protrusions coming out of the sides (the front and back is flat and smooth, reflective and brilliant) there is a thick band of leather wrapping the neck which enables the wielder to easily use this item as a greatclub. Minor Property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. Quirk: This item demands attunement when first wielded. it will not allow the user to be attuned to any new items. This Weapon requires attunement. This +2 Maul functions also as a musical instrument (Bass Guitar). When attuned, the bearer has the use of the “great weapon master” feat. The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon: 1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact. 2. You take 8d10 psychic damage when you become attuned to the artifact.
1st level: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again. 2nd level: While attuned to this artifact, your appearance changes to be more like a death metal performer. 3rd level: While attuned to this artifact, you must consume 6 times the normal amount of food and water 4th level: While attuned to this artifact, can use an action to cast Conjure Food and Water. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset. 5th level: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half. 6th level: Other people can’t get a good nights rest within 300 feet of you. 7th level: While attuned, the user gains proficiency in the Acrobatics skill 8th level: While attuned to this artifact, can use an action to cast Spirit Guardians. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset. 9th level: While attuned to this artifact, the user can’t be blinded, deafened, petrified, or stunned. 10th level: While attuned to this artifact, can use an action to cast Word of Recall. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Celestial Fracture: Base Weapon: This guitar is a bit smaller than the axe of shredding licks or the Mace of Bass, but that doesn’t make it’s ability to function as a weapon any less useful. this guitar was fashioned out of a mystical meteorite that makes it reflect light like a prism. though occasionally it won’t be a proper rainbow that is reflected back… Inherent Property: This item is half the expected weight, and inscribed with angel wings and feathers, though it seems that in the day time they appear to be angel wings, but as the sun sets they appear to change into fallen angel wings, and seem to reflect a dark reddish color. Minor Property: On a clear night, in the light of the full moon, if blood touched the axe that day, a message will appear in abyssal on the neck of the axe which reads “Destiny rests within the ruins of Fangtasia, let it stay there.” Quirk: While attuned to this item, the bearer is optimistic about life and the future, almost annoyingly so. This +2 Battleaxe functions also as a musical instrument (Guitar). When attuned, the bearer has the use of the “great weapon master” feat. The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon:
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon: 1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact. 2. You take 8d10 psychic damage when you become attuned to the artifact.
1st level: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again. 2nd level: While attuned to this artifact, your appearance changes to be more like a death metal performer. 3rd level: When you are more than 10 feet away from this item, you are blind. 4th level: While attuned to this item, you gain +1 to your AC 5th level: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half. 6th level: While attuned to this artifact, you have disadvantage to saves against poison. Alcohol affects you a LOT more than it should. 7th level: While attuned to the artifact you gain proficiency in the athletic skill. 8th level: While attuned to the artifact, you can cast eldritch blast while performing, on your turn, without breaking performance. (spell cantrip damage is determined by character’s highest spellcasting level) 9th level: While attuned to this artifact, can use an action to cast Simulacrum. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset. 10th level: While attuned to the artifact, the user regains 1d6 hp at the start of your turn if you at least have 1 hp.
I absolutely love it. The third level ability seems OP though, maybe limit it to just one enemy that you're targeting? Probably also should limit it to something like say, can only use the ability a certain amount of times per rest (Cha. Modifier times per rest?) But other than that this is great.
EDIT: You should also make the third level ability take a reaction to use, so that somebody can't use it 4 times in a row when each enemy attacks
The 3rd-level feature already uses a limited resource (Bardic Inspiration dice).
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I appreciate the thought, but at the time of my original posting that was not the case with the feature. As DMZanos said in reply to my comment, the subclass was edited to reflect my suggestions.
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Starting at 6th level, you can use magic to release devastating guitar riffs of awesomeness which can destroy your foes and bolster your allies. As an action, you can expend a spell slot. When you do, you start playing an epic riff. For the next minute, you must hold concentration (like the spell). At the beginning of your round, all allies within 10 feet of you gain temporary hit points equal to 2 * the level of the spell slot expended. Also, all enemies within this radius take thunder damage equal to twice spell slot level at the beginning of your turn. If you expend a 3rd level spell slot, the radius increases to 15 feet and the area is difficult terrain for your enemies. If you expend a 5th level slot, the radius further increases to 20 feet and allies regain hit points equal to half your charisma modifier when in the aura (min 1). If the spell slot is 8th level, your concentration cannot be broken and the radius further increases to 25 feet.
This is amazing, I will absolutely be rolling up a metal bard! Bards always seem like such a meh charachter (no disrespect to the amazing bards outthere) . But this one has some TEETH!
I'm excited to hear about all the hybrid instrument weapons that will come from this idea. Battle Axe of course, but a Harp Maul? A halberd upright bass? A pike trumpet? A war pick war drum combo?
Fear the bard who uses the primal energies of the world to harness and profess the darkness both inside and around them! Those who train in the College of Metal are warriors of a different sort; lore and war are one, fused together into unadulterated carnage and destruction! The flames of the Abyss in their tongues, the horns of Valhalla in their songs, the spirit of demons and the undead in their hearts!
Bonus Proficiencies
When you adopt this College at 3rd level, you gain proficiency in heavy armor, shields and martial weapons.
Scream of the Banshee
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.
Battle Magic
At 6th level, at the cost of additional martial prowess, you have mastered the art of spell weaving and weapon use earlier than those of the College of Valor. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Create Metalhead
At 14th level, you gain the ability to inspire a being's mind the righteous power of metal! Using your action, you can touch an incapacitated humanoid or giant. That creature is then considered charmed by you until a remove curse spell is cast on it, the charmed condition is removed, or you use this feature again. You can communicate with your metalhead telepathically as long as you are both on the same plane of existence. When the target is no longer under the effects of the ability, they recognize you have used magic to affect its mind, and it becomes openly hostile towards you, as per the cantrip friends.
I absolutely love it. The third level ability seems OP though, maybe limit it to just one enemy that you're targeting? Probably also should limit it to something like say, can only use the ability a certain amount of times per rest (Cha. Modifier times per rest?) But other than that this is great.
EDIT: You should also make the third level ability take a reaction to use, so that somebody can't use it 4 times in a row when each enemy attacks
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
HA this is great. The 14th level ability is just like the eldritch warlock's ability but \m/ METAL\m/. The only thing I would want to add is the ability to cast Color Spray as a bardic spell. mostly because I want a rainbow in the dark reference; that and it fits well with dancing lights (in the form of stage lights LOL).
Once per short or long rest roll a death save.
Death to all but metal!
This is rad as hell. Rock on \m/
Can I roll for that?
This is awesome. I did one similar to this for my homebrewed campaign setting.The artifact instruments at the bottom are all in my setting world, though none take place in the same campaign location as another, they may all come together for the final "world ending" campaign if the various parties find them all.
have a look:
Bard College
College of Hard Knocks
Lore/history/purpose: Long ago, there were four bards which ventured forth to find the true secrets of music held captive by the depths of the abyss. It is not known to this day if the four ever discovered these secrets, but they did return with a sound and presence that was never seen before, with instruments that had never been seen before. Their performances could inspire great chaos and great power on a grand scale. This came with a drawback: it attracted demons and devils to a great degree, and where demons and devils congregated, bad things happened. When the group was accused of serving the demonic forces they were pursued and hunted. When the group was silenced, the demons and devils rioted. During the struggle, the group resurfaced and used their instruments against the horde, aiding greatly in their defeat. Soon after, the group disappeared, scattering themselves around the world. The college was formed by their bardic followers, knowing that there was value in their knowledge and secrets to their instruments and methods.
Bards of the college of Hard Knocks are travelers that easily don’t fit in to most groups. They are either received extremely well by a person, or extremely bad. They are unapologetic, impulsive, and fun loving bards who as likely to join in a battle (or start a fight) as they are to watch and study it to tell of it later. These bards have never been known to use their skills to prevent a fight, and relish in the melee for the sake of it.
Bards of the College of hard knocks travel the world to find the bards who the college is founded in honor of, and their instruments, to unlock and harness their secrets.
The Bards and their instruments
Vlad: The axe of shredding licks (Keytar greataxe; see Provoka ep5)
Lars: Nest of the final Rest(Drums made of holly wood and dragonskin with darkmetal cymbals)
Violet: The Mace of Bass (Bass guitar made of adamantine that functions as a greatclub)
Lissa: Celestial Fracture (Battleaxe/guitar made from a fractured meteorite)
Bonus Proficiencies: When you join this college at level 3, you gain proficiency in STR saving throws and any weapon with the two handed or the versatile property.
Let the Bodies Hit the Floor: Also at 3rd level, you learn to use your performance skill to inspire large groups of people to act more wildly. during your performance. When using this feature in combat, ALL creatures that you can see for the next minute (friend or foe) adds a bardic inspiration die to their damage rolls as long as you are continuing your performance. Make a performance skill check (if proficient), This determines a DC for a Will save made by all non-allies, if failed they become allies or followers for 1d4 days following the performance. Enemies in combat have advantage on this save and do not make it until the end of combat, if they survive.
Heavy on the Pyro: at 6th level, your stage magic (illusion magic) is extra potent, because it can’t be metal if it’s not real. If desired your illusion magic can manifest with evocative properties. If your illusion emulates an elemental effect, the spell can create that kind of elemental damage, otherwise, force damage is applied. The spells cause 1d6 damage of the specific type per spell level. You can control the force to be lethal or non lethal, a pushing force will push a medium sized creature 1d6 feet per spell level, the target can make a dex save against your spell save DC to not be pushed.
Trash the Stage (or “it’s all part of the show”): when you reach 14th level, your mastery of your stage presence allows you extra actions while performing. while mid performance, you can use bonus action to make a melee or spell attack without breaking performance.
The Instruments (artifacts):
These items can evolve based on the following parameters.
Once attuned these items are at their base (as Described).
When attuned, the effects of the Major Detrimental Properties immediately occur. The weapon has 10 levels (starting at 0), at each level gain another property of the artifact is unlocked.
Each level requires 50x(the level) points to reach, points do not stack between levels. The player will not know of this, the DM will keep track and let the player know when the weapon evolves.
the following will award points:
Melee killing an enemy with the weapon: 1 point
Killing an enemy using a great weapon master ability: 1 point extra
An ally using Bardic Inspiration: 1 point
An ally using Bardic Inspiration on an action where an enemy dies: 1 point
Involving the weapon in a successful charisma check: 1 point
beating the DC or challenge of the charisma check by 5: 1 point +1 per score beyond 5
Killing a Celestial creature with the weapon: gain points equal to monster CR
Beating a fiendish creature in a rock off challenge: 5 points
Beating the rock off challenge by 5 or more: points equal to monster CR, plus the monster will act in your servitude for 1d10 hours.
The Axe of Shredding Licks:
Base Weapon:
This axe is made of black iron and inscribed with runes, the leather strap going from the neck to the base appear to be dark red leather hide from some terrible creature. It is warm to the touch and features vile looking runes on the surface in an odd sequence.
Minor Property: Illusion, the attuned user can will the axe to appear different, typically as an instrument or a menacing axe.
Quirk: Metamorphic: each day, the symbol of one rune may change, or a minor detail will change. This does not affect the use of the Axe.
This Weapon requires attunement.
This +2 Great Axe functions also as a musical instrument, when held like a lyre or lute one can press the runes along the longer than usual blade and sound will erupt from the axe.
When attuned, the bearer has the use of the “great weapon master” feat.
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon:
1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact.
2. You take 8d10 psychic damage when you become attuned to the artifact.
Upon gaining levels:
Level 1: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again.
Level 2: While attuned to this artifact, your appearance changes to be more like a death metal performer.
Level 3:While attuned to this, all holy water within 10 ft of you is destroyed.
Level 4: While attuned to this artifact, can use an action to cast Witch Bolt WHILE playing for up to one minute. A bard attuned can play with witch bolt while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Level 5: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half
Level 6: While attuned, you deal 1d6 necrotic damage to any living plant you touch that is not a creature.
Level 7: While attuned to this artifact, can use an action to cast Enthrall WHILE playing for up to one minute. A bard attuned can play with Enthrall while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Level 8: While attuned to this artifact, can use an action to cast Hunger of Hadar WHILE playing for up to one minute. A bard attuned can play with Hunger of Hadar while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Level 9: While attuned to this artifact, the bearer gains a +2 to Charisma, to a max of 24.
Level 10: While attuned to this artifact, can use an action to cast Fire Storm WHILE playing. A bard attuned can cast while using any other bardic music effect like countercharm or bardic inspiration. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Nest of the Final Rest:
Base Weapon: this set of drums sits inside a shallow basin of Holly branches that are twisted and gnarled, so dark that they look burned. It appears to be a drum set in a nest of some horrible creature. there are five drums in the set (as a typical set) and each is the color of a different chromatic dragon. The cymbals are a dark metal, it is indiscernible what kind. The entire kit is collapsable inside the bass drum.
Inherent Property: This item just doesn’t seem to sound as good in direct sunlight
Minor Property: This item cannot be broken, and is much lighter than it seems.
Quirk: This item mutters softly, if someone gets close to listen, it will usually say something concerning the last performance, or commenting on how it’s been too long, and it came all this way to “rock some F***king socks off”
This item requires attunement.
This is a drum set, while an attuned person is playing it, they gain a +2 bonus to charisma and has a +1 AC against nonmagical projectiles while playing. This item can be used as cover without issue.
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon:
1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact.
2. You take 8d10 psychic damage when you become attuned to the artifact.
1st level: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again.
2nd level: While attuned to this artifact, your appearance changes to be more like a death metal performer.
3rd level: While attuned to this artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature. if the plant dies, it becomes petrified and resembles the appearance of the vining on the drum set.
4th level: While attuned to the artifact, the individual cannot be charmed or frightened.
5th level: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half.
6th level: When this level is reached, the attuned individual gains 1d4 x 10 pounds.
7th level: While attuned to this artifact, the user can use an action to cast Erupting Earth (ee17). After the spell ends, roll a d6, on a roll of 1-5 this feature cannot be used until the next dawn.
8th level: While attuned to this artifact, the user is immune to disease.
9th level: While attuned to this artifact, the user can use an action to cast Mirage Arcane. After the spell ends, roll a d6, on a roll of 1-5 this feature cannot be used until the next dawn.
10th level: While attuned to this artifact, movement speed is increased by 10. This bonus is doubled if the attuned individual is moving towards the drum set.
The Mace of Bass:
Base Weapon: This Bass guitar is brilliant and shimmering, and has mace-like protrusions coming out of the sides (the front and back is flat and smooth, reflective and brilliant) there is a thick band of leather wrapping the neck which enables the wielder to easily use this item as a greatclub.
Minor Property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Quirk: This item demands attunement when first wielded. it will not allow the user to be attuned to any new items.
This Weapon requires attunement.
This +2 Maul functions also as a musical instrument (Bass Guitar).
When attuned, the bearer has the use of the “great weapon master” feat.
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon:
1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact.
2. You take 8d10 psychic damage when you become attuned to the artifact.
1st level: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again.
2nd level: While attuned to this artifact, your appearance changes to be more like a death metal performer.
3rd level: While attuned to this artifact, you must consume 6 times the normal amount of food and water
4th level: While attuned to this artifact, can use an action to cast Conjure Food and Water. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
5th level: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half.
6th level: Other people can’t get a good nights rest within 300 feet of you.
7th level: While attuned, the user gains proficiency in the Acrobatics skill
8th level: While attuned to this artifact, can use an action to cast Spirit Guardians. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
9th level: While attuned to this artifact, the user can’t be blinded, deafened, petrified, or stunned.
10th level: While attuned to this artifact, can use an action to cast Word of Recall. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
Celestial Fracture:
Base Weapon: This guitar is a bit smaller than the axe of shredding licks or the Mace of Bass, but that doesn’t make it’s ability to function as a weapon any less useful. this guitar was fashioned out of a mystical meteorite that makes it reflect light like a prism. though occasionally it won’t be a proper rainbow that is reflected back…
Inherent Property: This item is half the expected weight, and inscribed with angel wings and feathers, though it seems that in the day time they appear to be angel wings, but as the sun sets they appear to change into fallen angel wings, and seem to reflect a dark reddish color.
Minor Property: On a clear night, in the light of the full moon, if blood touched the axe that day, a message will appear in abyssal on the neck of the axe which reads “Destiny rests within the ruins of Fangtasia, let it stay there.”
Quirk: While attuned to this item, the bearer is optimistic about life and the future, almost annoyingly so.
This +2 Battleaxe functions also as a musical instrument (Guitar).
When attuned, the bearer has the use of the “great weapon master” feat.
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon:
The following properties (major Detrimental) apply the moment someone becomes attuned to the weapon:
1. While attuned to this artifact, all Celestials are hostile towards you, Fiends are less hostile, but still want to challenge you to take the artifact.
2. You take 8d10 psychic damage when you become attuned to the artifact.
1st level: While attuned to this artifact, the bearer gains proficiency in the “performance” skill, if the bearer already has it, they can add their proficiency bonus to it again.
2nd level: While attuned to this artifact, your appearance changes to be more like a death metal performer.
3rd level: When you are more than 10 feet away from this item, you are blind.
4th level: While attuned to this item, you gain +1 to your AC
5th level: The first time you touch a gem or jewelry while attuned to this artifact, that gem is reduced in value by half.
6th level: While attuned to this artifact, you have disadvantage to saves against poison. Alcohol affects you a LOT more than it should.
7th level: While attuned to the artifact you gain proficiency in the athletic skill.
8th level: While attuned to the artifact, you can cast eldritch blast while performing, on your turn, without breaking performance. (spell cantrip damage is determined by character’s highest spellcasting level)
9th level: While attuned to this artifact, can use an action to cast Simulacrum. After the spell ends, roll 1d6, on a roll of 1-5, this ability cannot be used until the next sunset.
10th level: While attuned to the artifact, the user regains 1d6 hp at the start of your turn if you at least have 1 hp.
it could be worse, you could be on fire.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I appreciate the thought, but at the time of my original posting that was not the case with the feature. As DMZanos said in reply to my comment, the subclass was edited to reflect my suggestions.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
UP THE IRONS \m/ \m/
My suggestion for replacing battle magic.
Riff of Destruction
Starting at 6th level, you can use magic to release devastating guitar riffs of awesomeness which can destroy your foes and bolster your allies. As an action, you can expend a spell slot. When you do, you start playing an epic riff. For the next minute, you must hold concentration (like the spell). At the beginning of your round, all allies within 10 feet of you gain temporary hit points equal to 2 * the level of the spell slot expended. Also, all enemies within this radius take thunder damage equal to twice spell slot level at the beginning of your turn. If you expend a 3rd level spell slot, the radius increases to 15 feet and the area is difficult terrain for your enemies. If you expend a 5th level slot, the radius further increases to 20 feet and allies regain hit points equal to half your charisma modifier when in the aura (min 1). If the spell slot is 8th level, your concentration cannot be broken and the radius further increases to 25 feet.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
This is amazing, I will absolutely be rolling up a metal bard! Bards always seem like such a meh charachter (no disrespect to the amazing bards outthere) . But this one has some TEETH!
https://www.armorclass10.com/collections/new-releases/products/vicious-mockery-bard-shirt?variant=19803008860248
Lifelong Nerd! Tabletop gamer. Comic fan. Movie Aficionado
Hey, you should totally upload this and make it public. I like it better than any other of the Metal subclasses in the home-brew section.
I'm excited to hear about all the hybrid instrument weapons that will come from this idea. Battle Axe of course, but a Harp Maul? A halberd upright bass? A pike trumpet? A war pick war drum combo?
Awesome!
Find me on Twitter: @OboeLauren