Base Class: Bard
Bards of the college of metal are rambunctious, yet loyal. Vulgar, yet respectful. Brutal, yet honorable. When they enter a tavern, the barkeep's eyes never leave them. They ask themselves will their strings insight a brawl or loosen some purse strings? Whatever the barkeep fears, the bard doesn't mind. They live for their gigs, and will play regardless of what happens. They are a group of wanderers looking for their next pupil to teach. The stage is their auditorium, their riffs are their lecture, and they would have it no other way. They will work in the seediest part of town if that is the only place to play, and if they are unlucky enough to be forced out of town for "disturbing the peace" they'll find someplace to create their own stage. A place for the outcast and downtrodden to meet, and vent their emotions. They must hold their gatherings so that they can please the godcore, and bolster their ranks.
Bonus Proficiencies
When you join the College of Metal at 3rd level, you gain proficiency with three skills of your choice.
Chords of Power
At 3rd level you learn how to channel the fabric of reality through the Chords of Power. Whenever you cast a spell you may choose to cast it using this feature. If you do so, in addition to spending the spell slot, you must spend a bardie inspiration. Roll the bandic inspiration die, and then choose one of the following chords:
Chord
Effect
Unt:if the spell causes damage to the target consult the Unt Chord Result Table below.
Lyr:If the spell requires the target to make a saving throw, they roll with disadvantage. At 6th level, if they fail the saving throw, roll the a number of d8 equal to the number rolled with your bardic inspiration, the target takes thunder damage equal to the amount rolled.
Tep:If the spell lasts for a certain length of time, add 6 seconds to it (1 round). At 6th level if you roll an odd with your bardic inspiration die the effects of the spell become a curse. The only way to break the curse is to roll a Wisdom Saving throw against a DC 8-half the value rolled with your bardic inspiration (rounded down). This save may be performed at the beginning of the affected creature's turn.
Qua: If a spell requires you to make an attack roll, you gain advantage. At 6th level in addition to its other effects the target must make a DC 13 constitution saving throw, or be deafened for a number of rounds equal to the number rolled with your bardic inspiration.
Loe: If a spell has a range associated with it, increase the range by 5ft. At 10th level add a number of feet to its range equal to 5 the number rolled with your bardic inspiration
Vix: If the spell targets an ally, that ally is healed for 1d4 hit points in addition to the spell's other effects. At 6th level, roll a number of d4 equal to the number rolled with your bardic inspiration instead.
UNT CHORD RESULT TABLE
1-4 Change the damage type to fire/cold/lightning
5-8 Change the damage type to acid / poison/ thunder
9-11 Change the damage type to necrotic / radiant
12 Change the result to another number
Runes of Calling
At 6th level you inscribe the names of your mentors onto your axe, allowing you to call upon them whenever you start slinging metal Granting them some of your power, their souls will continue shredding even when you stop. Whenever you cast a spell you may choose to spend a bardic inspiration in addition to spending the necessary spell slot. If you do so, immediately roll the bardic inspiration die. Starting with the next round for a number of rounds equal to the number rolled, you may cast that spell as a bonus action. You do not have to spend a spell slot to cast the spell as a bonus action. but it must be cast at its lowest level. When you choose not to use your bonus action to cast the spell, or choose to cast a spell using your action, the tether is broken and this effect ends.
Keep in mind that you cannot use a Chord of Power when using Runes of Calling and vice versa.
Slayer King
At 14th level when you invoke your Runes of Calling you feel their power flow through you causing you to succumb to the slayer's rage. Whenever you cast a spell as a bonus action, the next action you take will be empowered by your rage. Choose one of the following:
Attack: Wisdom saving throw against your charisma score or be stunned until the end of your next turn.
Dash: attack once.
Dodge: add 1d4 to your AC.
Help:1d6 bonus to their next ability check or attack roll.
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