Bard
Base Class: Bard

You are one of the few and proud inducted into the prestigious College of Metal, founded long ago by the legendary musician known as Sabbath, The Black.

A strange breed of Bards, the members of this college are known for their love of loud music and raucous, near–violent parties which often involve an odd form of dance–combat; a style copied by their more enthusiastic fans.

They wade ecstatically into war, being able to strike hard against their foes or empower their allies with their music. 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; they are like roiling thunder crashing through the battlefield with booming voice and cacophonous performance.

Instrument of War

3rd–Level College of Heavy Metal Feature

You are the instrument of war and music. When you attack with a weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Also, you gain Proficiency in Medium Armor, Battleaxes, and Greataxes.

Rolling Thunder

3rd–Level College of Heavy Metal Feature

You learn the Thunderwave spell. You can cast this spell a number of times equal to your Charisma modifier (minimum of once), as a 1st–level spell. This spell counts as a Bard spell for you, but it does not count against the number of spells you know. Charisma is your spellcasting ability for this spell. You regain all uses of this feature after you complete a long rest.

Inspirational Rock

6th–Level College of Heavy Metal Feature

Your music inspires your allises beyond what is normally possible. Whenever a creature rolls one of your Bardic Inspiration dice for an ability check or saving throw, they gain an additional bonus to the roll equal to your Charisma modifier (minimum of one).

Fine Tuned Instrument

6th–Level College of Heavy Metal Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Metalhead

14th–Level College of Heavy Metal Feature

Your grasp of metal has expanded immensely, and you can channel several different powers with your music. As an action you may begin a performance that grants one of the following effects of your choice until the end of your next turn. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it (no action required). You can activate each one of these performances one per long rest. When you reach 20th–level in this class, you can use each performance twice per long rest.

Black Metal. Your shrieking vocals and heavily distorted cords fill the area with nightmares and darkness. When you start this performance, all non–magical light sources and non–magical flames within 60 feet of you are immediately extinguished. Also, all creatures of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your Bard spell save DC. On a failed save, a creature is frightened of you for the duration of the performance. While a creature is frightened in this way it must spend its turn trying to move as far away from you as it can, and it cannot willingly move to a space closer to you. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.

Death Metal. During this performance you unleash an uninviting mix of horrific lyrics, distorted cords, and deadly whispers. When you start this performance, all undead creatures of your choice within 60 feet of you that can hear you must succeed on a Charisma saving throw against your Bard spell save DC. On a failed save, an undead creature falls under your control for the duration of the performance. While an undead creature is under your control it follows all of your commands (no action required) to the best of its abilities. If an undead creature suffers any harm, it can repeat the saving throw, ending the effect on itself on a success.

Doom Metal. During this performance you loudly pronounce the end of your enemies through your music. When you start this performance, all creatures of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your Bard spell save DC. On a failed save, a creature has disadvantage on all ability checks, attack rolls, and saving throws for the duration of the performance.

Folk Metal. During this performance your music enthralls all those who hear it. When you start this performance, all creatures of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your Bard spell save DC. On a failed save, a creature is charmed by you for the duration of the performance. A charmed creature follows all of your commands (no action required) to the best of its abilities. If a charmed creature suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success.

Heavy Metal. During this performance your music reenforces your allies. When you start this performance, all creatures of your choice (including yourself) within 60 feet of you that can hear you gain temporary hit points equal to your Bard level. In addition, all of the chosen creatures gain a bonus to their Armor Class equal to your Charisma modifier for the duration of the performance.

Light Metal. During this performance you play an electrifying solo, your hands shine bright with magical blazing light. When you start this performance, all creatures of your choice within 60 feet of you that can hear you must succeed on a Constitution saving throw against your Bard spell save DC. On a failed save, a creature takes (Charisma modifier d6) radiant damage and is blinded for the duration of the performance.

Power Metal. During this performance your words inspire your allies with the power of your music. When you start this performance, all creatures of your choice (including yourself) within 60 feet of you that can hear you gain a bonus to all ability checks, attack rolls, and saving throws equal to your Charisma modifier for the duration of the performance.

Sludge Metal. During this performance you play a slow abrasive menagerie of offensive sounds. When you start this performance, all creatures of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your Bard spell save DC. On a failed save, a creature falls under the effects of the Slow spell (no concentration required) for the duration of the performance.

Speed Metal. During this performance your rhythmic melodies synchronize the movement of your allies and yourself, enabling you to cover more ground than before. When you start this performance, all creatures of your choice (including yourself) within 60 feet of you that can hear you can immediately use their reaction to Dash, and their movement speed is doubled for the duration of the performance.

Thrash Metal. You unleash an extremely aggressive and confusing distortion of metal. When you start this performance, all creatures of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your Bard spell save DC. On a failed save, a creature falls under the effects of the Confusion spell (no concentration required), for the duration of the performance.

War Metal. During this performance your bestial roars and aggressive chaos fills your allies with a lust for violence. When you start this performance, all creatures of your choice (including yourself) within 60 feet of you that can hear you gain advantage on all weapon attack rolls. In addition, all of the chosen creatures deal extra thunder damage with all weapon attacks equal to two rolls of your Bardic Inspiration die plus your Charisma modifier for the duration of the performance.

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