Base Class: Bard
If you ever wanted to be a Bard but the only person you are playing with is for yourself, then this is the college for you. This school requires a bard to basically be screaming heavy metal tunes as he charges into battle like a complete idiot. To be clear he is not a berserker but he will sure look like it.
Bonus Proficiencies
When you join the college of Metal at 3rd level, you gain proficiency with medium armor and martial weapons. You gain the knowledge of how to create an Axe Lute. If you have access to a battleaxe or a greataxe, as well as a lute or similar string instrument, you can create an axe lute. It weighs 1 extra pound.
Callous Smite
Starting at 3rd level, you can infuse your axe-lute with electricity. When you use bardic inspiration to grant a creature an inspiration die, your axe-lute deals an additional 1d6 lightning and 1d4 radiant damage until the beginning of your next turn. At 10th level, the additional damage increases to 2d6, and at 15th level it increases to 3d6.
Mantle of Cerberus
At 6th level, you can don the form of Cerberus, if he were to walk on his hind legs, while still keeping your arms. You gain advantage on Intimidation checks. You are able to cast up to two Verbal component only spells for free, once per turn. This mantle will stay donned for a minute, or until removed as a bonus action. At later levels, these heads can hold other spells or features for you.
At 9th level, a second pair of arms sprouts from one of your sides, but they currently can't hold the Axe Lute from your third level feature, but they can still hold other instruments, and only other instruments.
At 16th level, these heads can sing both Requiems of Heaven and Hell at the same time for you, and are done as free actions, but when singing the Requiems, you can't cast other spells, as well that the Requiems still follow their own limitations.
At 20th level, a second pair of arms appears, and both pairs can independently wield Axe Lutes.
Hellfire
At 9th level, your connections to Hell strengthens, allowing any fire damage you deal to take on a special property. The flames of the caster ignores Resistance.
When you deal fire damage, roll a d6, and one a roll of 2 or lower, the enemy will gain the Burning Soul Condition.
At 18th level, it gains the condition on a roll of 3 or lower.
Burning Soul
- At the beginning of the afflicted's turn, it will take 1d6 fire damage, ignoring any Resistances.
- Whenever it makes an Attack Roll, Saving Throw, or Skill Check, it will subtract the amount of damage it took from its roll.
- At the end of each of its turns, it may make a Wisdom Saving Throw to no longer be afflicted. It contests the Spellcaster's DC.
A Requiem for Heaven and Hell
Starting at the 14th level, you can choose between two songs to first sing as a bonus action, and you will use one of your Bardic Inspiration die to either heal or deal damage, based on which song you choose; The Requiem of Heaven or The Requiem of Hell. (Bardic Inspiration + Charisma modifier)
- Requiem of Heaven:
- When singing the chorus, you heal yourself.
- Bless me, with the, soul of my mother.
Oh I see it, the mist of angels, let freedom reign,
Gaze upon thy master, listen quite closely, far off, under the tree.
The Devil's Cry
- Bless me, with the, soul of my mother.
- When singing the chorus, you heal yourself.
- Requiem of Hell:
- When singing the chorus, you will spew hellfire from your mouth.
- Life of Vengeance, a passive test.
Until the grave I will rest.
Engage the pressure until it crumbles.
The existence of the lifeless black souls.
Steal a Soul for a second chance,
but you will never become a man,
the rays of light a truth of meaning,
to my mother the blood is bleeding.
- Life of Vengeance, a passive test.
- When singing the chorus, you will spew hellfire from your mouth.
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