Base Class: Bard
Bards of the College of Metal are masters of heavy metal music, able to wield the power of thunderous riffs, electrifying solos, and booming percussion to inspire their allies and demoralize their enemies.
Bonus Proficiencies
At 3rd level, you gain proficiency with medium armor and martial weapons.
Metal Performance
Also at 3rd level, you can use your musical abilities to create a Metal Performance. As an action, you can start playing your instrument and perform a glorious performance, which lasts for 1 minute. During this time, you and your allies within 30 feet who can hear you gain the following benefits:
- You have advantage on saving throws against being frightened.
- You gain temporary hit points equal to your Proficiency Bonus + your Charisma modifier (minimum of 1).
- Your melee weapon attacks deal additional thunder damage equal to your Charisma modifier (minimum of 1).
Once you use this feature a number of times equal to your Proficiency Bonus, you must finish a short or long rest before you can use it again.
Power Chord
At 6th level, you learned how to use a Power Chord to strike fear into your enemies. When you deal thunder damage using a bard spell or feature, you can create a thunderous boom from a instrument you have in your hands (no Action required) by spenting a use of Metal Performance. Each creature within 20 feet that can hear you must succeed in a Constitution saving throw (DC equal to your spell save DC) or become frightened of you until the end of your next turn.
Thunderous Finale
At 14th level, you have mastered the art of the thunderous finale. When you use your Metal Performance feature, you can choose to hold back your most powerful spell until the end of the performance. When you cast a bard spell that deals thunder damage and Metal Performance is active, you can choose to spent all of your remaining uses of Metal Performance to enhance the spell's effects as a bonus action. The spell's damage is maximized, and creatures affected by it must make a Constitution saving throw (DC equal to your spell save DC). On a succefull save, the creature is only pushed 15 ft away from the center of the spell. On a failed save, the creature will also suffer from at least one of the effects listed bellow, based on the difference between the DC and the failed roll.
1-2 - The target is deafned until the end its your next turn and falls prone.
3-5 - The target becomes uncounsious until the start of its next turn.
6 or more - The target becomes deafned for 24 hours. After that period, it will hear a annoying ringing as a permanent injure.
When using this feature, you acquire 1 level of exaustion.
Previous Versions
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4/13/2023 11:34:47 PM
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4/13/2023 11:38:21 PM
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4/15/2023 2:04:14 AM
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4/15/2023 2:45:06 AM
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