Base Class: Bard
in the vast tapestry of the bardic tradition, where melodic minstrels and harmonious storytellers weave their tales, there exists a path less traveled—a road that pulses with the raw power of untamed energy and the electrifying force of heavy metal. Enter The Iron Thunder, a bard subclass born from the fusion of sonic mastery and the relentless spirit of heavy metal.
The Iron Thunder doesn't just play music; they command it, channeling the primal forces of sound to inspire allies and devastate foes. Their performances are more than mere entertainment; they are anthems of power, surging with the intensity of a lightning storm. With instruments forged from mythic materials and voices trained to unleash sonic booms, Iron Thunders stand at the forefront of battle, amplifying their companions' abilities while shattering the resolve of their enemies.
Embodying the rebellious spirit of heavy metal, Iron Thunders draw their strength from the chaotic and the extreme. They are masters of the electrifying riff and the thunderous solo, capable of summoning storms of sound that can both heal and harm. When a Iron Thunder takes the stage, the battlefield becomes their arena, and their music, a weapon.
Whether leading the charge with a deafening battle cry, or striking down foes with a shattering power chord, the Iron Thunder's presence is impossible to ignore. They are the heavy metal heralds of war, and their symphony of destruction is a call to arms for all who would dare to rock.
Welcome to the world of the Iron Thunder, where music is might, and every note could be your last.
Anthem of Annihilation
Starting at 3rd level, Your mastery of heavy metal music allows you to channel destructive energy through your performances. When you use your Bardic Inspiration, you can choose to grant an ally a boost of adrenaline-fueled power. The ally can roll the Bardic Inspiration die and add the number rolled to one attack roll or damage roll they make. If the die is used on a damage roll, the attack deals additional thunder damage equal to the number rolled.
When you join the College of Metal at 3rd level, you gain proficiency with three skills of your choice.
Shredding Solo
At 3th level, Your performances can rally your allies and intimidate your enemies. As an action, you can perform a shredding guitar solo or a powerful vocal scream. Choose a number of creatures up to your Charisma modifier (minimum of one) that you can see within 60 feet. Each chosen creature must make a Wisdom saving throw against your spell save DC. On a failed save, allies gain temporary hit points equal to your Bard level plus your Charisma modifier, and enemies are frightened until the end of your next turn. On a successful save, allies gain half as many temporary hit points, and enemies are not frightened.
Infernal Performance
At 6th level, your performances can conjure the hellish energy of the Nine Hells. As an action, you can play a demonic chord that forces all creatures within 30 feet of you to make a Constitution saving throw against your spell save DC. On a failed save, a creature takes fire and necrotic damage equal to twice your Bardic Inspiration die and is frightened of you until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t frightened. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Iron Will
At 14th level, your mastery of iron and thunder grants you extraordinary abilities. Choose one of the following iron licks:
Molten Hymn: As an action, you can play a devastating melody that conjures molten metal around you. Each creature of your choice within 15 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 6d6 fire damage and is restrained by the cooling metal until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t restrained. You can use this feature once per long rest.
Hammer of the Gods: As an action, you can play an earth-shaking tune that creates spectral hammers around a creature you can see within 60 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be stunned for 1 minute. While stunned, the creature takes 3d6 thunder damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this feature once per long rest.
Storm of Steel: As an action, you can play a powerful riff that calls forth a storm of spinning blades. Each creature in a 20-foot-radius sphere centered on a point you choose within 60 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 slashing damage on a failed save, or half as much damage on a successful one. You can use this feature once per long rest.
Previous Versions
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