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.
Born for the Pit
3rd–Level College of Metal Feature
The tavern hopping life is a rough one, one off comment or gesture could start a fight at any time. Due to this you have learned to survive in it's environment. You have realized that working through a mosh pit is no different from wading through a horde of those who wish to hurt you. Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. You also gain the ability to move through a space an enemy is occupying if first, you move at least 5ft before overlapping the space. When wading through enemies, all other enemies within 5 feet of the target enemy do not impose opportunity attacks against you. Additionally,
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Instruments of War
3rd–Level College of Metal Feature
The wanderers that taught you the way of metal have also taught you how to craft your own instrument. Using strings, drum skin or picking up materials for your own creation, you build the base of a new instrument out of these parts. Splicing in parts from your own weapon, you finish the conversion, and now have a traditional Instrument of War. The new instrument can act as either any standard instrument, and when spliced with a weapon, gains the property of both together. When used as a weapon it follows the same rules as its original weapon, combining the two as to no longer have to stow and draw anymore.
You gain proficiency with Martial Weapons and the Instrument of War.
Extra Attack
6th–Level College of Metal Feature
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Symphony of Destruction
6th–Level College of Metal Feature
As you grow accustomed to your Instrument of War, you learn how to play melodies that tear through the air around you. Your Instrument of War is now considered a ranged weapon (60/120), with which you are proficient, and that uses your Spellcasting Ability + Proficiency to hit. On a hit, it inflicts 1d12 of Thunder Damage + Your Charisma Modifier. You can use this Ability up to your Proficiency Bonus. The target must be able to hear you.
Metalhead
14th–Level College of Metal Feature
Tuned Ears: You are immune to being deafened. You have advantage on perception checks using sound. When you cast a spell using your Spellcasting Focus and it requires an attack roll, the spell's range is doubled. In addition, while a creature holds one of your Bardic Inspiration die they are immune to being deafened and have advantage on perception checks using sound.
As you have progressed, honing your voice and musical talent, you have learned ways to channel your Bardic Inspiration into lethal offensive and defensive abilities. Your mastery of an Instrument of War allows you to unleash a performance the like of which few have experienced. By using 3 Bardic Inspiration Die, as an action you and all creatures of your choice within 100ft of you that can hear gain an inspiration die. Additionally, hostile creatures within 120ft of you that can hear you must make a Constitution saving throw against your spell save DC. On a failed save, they suffer 8d12 thunder damage and are Deafened. On a successful save, they take half as much damage and are not Deafened. Once you use this feature you cant do so again until you take a long rest.
Bonus Proficiencies
3rd-level College of Metal feature
You gain proficiency with Medium Armor, as well as learning the language Infernal.
You also learn the Thunderclap cantrip if you don't already know it and it doesn't count against your known cantrips.
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