Bard
Base Class: Bard

Bards of the College of the Forge are inspired by the rhythmic harmony found within the heart of the forge. In the heat of the flames and the clash of metal, they hear the ancient Song of the Forge—a melody passed down through generations of artisans and smiths. This song echoes in every strike of the hammer, every hiss of cooling steel, and every spark that flies from the anvil. To these bards, forging is more than crafting—it is a dance, a ritual in motion where music and creation become one.

Through the Song of the Forge, these bards harness the power of creation and transformation, melding magic with metalwork. Their magic flows like molten iron, binding, shaping, and empowering the very tools of war and defense. The Dance of the Hammer guides their steps, each movement precise and powerful, as they wield their magic to enhance allies, disrupt foes, and reshape the battlefield.

Whether in the heat of battle or the quiet of a smithy, the College of the Forge bard weaves a melody that speaks of creation, destruction, and the eternal cycle of the forge.

Bonus Proficiencies

When you join the College of the Forge at 3rd level, you gain proficiency with breastplates, shields, and smith’s tools. Your training in the forge makes you adept at wielding protective gear and working with metal.

Forged Inspiration

Also at 3rd level, you learn two additional ways to use your Bardic Inspiration, drawing upon the power of the forge to protect and enhance your allies:

Hot Strike: When a creature within 60 feet of you that can hear you hits with an attack, you can use your reaction to expend one of your uses of Bardic Inspiration, causing the weapon to glow red hot. The attacker adds the Bardic Inspiration die to the damage roll, and the damage is considered fire or force damage (your choice).

Malleable Defense: When a creature within 60 feet of you that can hear you is hit with an attack, you can use your reaction to expend one of your uses of Bardic Inspiration, causing the attacking weapon to become malleable. Subtract the number rolled on your Bardic Inspiration die from the damage dealt to the target.

Weld Metal

At 3rd level, you add the spell Weld Metal to your list of known spells.

Heated Aura

At 6th level, you can summon the elemental heat of the forge to disrupt your enemies and protect your allies. As an action, you create an aura of searing heat in a 10-foot radius centered on you. The ground within this radius becomes difficult terrain for creatures hostile to you, and when a hostile creature starts its turn in the aura or enters it for the first time on a turn, they take fire damage equal to your Charisma modifier. The aura lasts for 1 minute or until you dismiss it (no action required). You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Magical forge

At 14th level, you gain the ability to temporarily infuse any weapon or armor, magical or non-magical, with unique power. As a bonus action, you can touch a weapon or piece of armor and imbue it with one of the following effects, which lasts for 1 minute. Once you use this ability, you can’t use it again until you finish a short or long rest.

Weapon Infusion:

Flaming Strike: The weapon deals an additional 2d6 fire damage on a hit.

Thunderous Echo: When the weapon hits, it emits a thunderous boom, forcing all creatures within 10 feet of the target (other than the wielder) to make a Constitution saving throw or be knocked prone.

Piercing Light: The weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the weapon hits a creature, they must make a Wisdom saving throw or be blinded until the start of your next turn.

Armor Infusion:

Molten Shield: The armor ignites with searing heat, and any creature that hits the wearer with a melee attack takes 2d6 fire damage.

Reflective Guard: The armor deflects ranged attacks. When the wearer is targeted by a ranged attack, they can use their reaction to impose disadvantage on the attack roll.

Earthen Resolve: The wearer gains temporary hit points equal to your Charisma modifier at the start of each of their turns while the effect lasts.

Additionally, while this ability is active, you gain the following benefits:

Forgemaster's Vision: You gain advantage on Intelligence (Investigation) checks related to metal objects or magical artifacts made of metal. You can also see hidden weaknesses in metal structures or objects within 60 feet.

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