Bard
Base Class: Bard

Bards of the college of metal, also known as slayers, are rambunctious, yet loyal. Vulgar, yet respectful. Brutal, yet honourable. When they enter a tavern, the barkeep keeps a keen eye on their demeanor out of respect and fear. Will the bard's chords of power loosen purse strings for another round, or will it insight a brawl? The angst that their presence exudes amongst the establishment is one of the slayer's greatest strengths. Second only to the company that is bound to them.

In the great halls of K'vlt, amongst the scrolls containing the original chords of power, sits the most sacred of texts, the Heim’dor. Inscribed within its pages is a description of the ancient dwarven methods of Corna. Corna is the marriage of runic and bardic magic, which allows a slayer to tether the souls of their relatives to their axe, or guitar. When an axe enchanted in this way is played, the bound ancestors are summoned from beyond the grave to shred, wail and thrash alongside their kin. Their presence grants the slayer strength, and bestows power within their axe's chords.

This is why a road is never lonely for a slayer. It is common for the called to not return to the ethereal plane. They instead journey alongside their kin in anticipation of the next slaying, or gig. The great Red Road, as the search is colloquially called, is not an obligation, but infatuation. An addiction, brought on by the adrenaline that pumps through a slayer's veins when they sling metal. It stays with them even in death. Thus, unlike other colleges, the College of Metal has no school grounds only the Red Road, the libraries of K'vlt, and oral tradition.

Not having an actual home pushes slayers into a life of solitary. It's a lifestyle that most can't stand. That's why slayers typically have a dark past. One that pushed them into the dangerous, forgotten areas of society. Areas that parents have labeled as pits, and warn their children to stay away from. Only monsters dwell there. It's these areas of society that lore masters of metal frequent. Lore Masters are the elders of the College of Metal. Those that have thrashed for a generation, and seek out to guide the next to the Red Road.

Although most tales that revolve around the reasons for their visits to the pits, are dubious, one can't help but wonder which are actually true. Some believe they enter these forsaken places to pluck the yet to be corrupted souls from them and sacrifice them to some demon lord for power. Others believe they use these places to build criminal networks. Lies and truths are splattered amongst the many beliefs, but they all don't matter. What matters, is the fact that the college spreads the word in these places. Giving a purpose to those lost in the pits. This is why lore masters are also known as Pit Angels.

Be that as it may, there is a time slayers gather in mass. It is an event known as the Battle of the Bards. It is held at the first thawing in K'vlt's summit, and it's an instrumental battle of epic proportions where all is thrashed until the last bard is standing. All to win the title of Slayer King a title of great esteem and honor amongst the slayer community.

Pit Fighter

Starting when you first select this college

You have gained a numbness to pain after your many trials in the pit. You gain the Tavern Brawler feat.

Slayer's Axe

Starting when you first select this college

The wanderers that taught you the way of metal have also taught you how to craft your instrument. Dismantling your old lute, you build the base of a new one out of the parts. Splicing in parts from a battleaxe, you finish the conversion, and now have a traditional slayer's axe. The new instrument can act as either a lute, or a battleaxe. When used as a weapon it follows the same rules as a normal battleaxe. _See page 149 of the player's handbook for further information._

Power Chords

3rd-level College of Metal feature

At 3rd level, you learn how to channel the fabric of reality through the Chords of Power. Whenever you cast a spell you may choose to cast it using this feature. If you do so, you must spend an additional spell slot equal to the spell's current level or higher. Then choose one of the following chords:

Chord Effect

Unt

If the spell causes damage to the target, add an additional 1d6 points of thunder damage to any damage roll you would make. Increase the number of dice to 2d6 at 6th level and 4d6 at 14th level.

Lyr

If the spell requires the target to make a saving throw, they roll with disadvantage. At 6th level, if they fail the saving throw they take 2d8 points of thunder damage in addition to the spell's other effects. At 14th level, they take the additional damage even if they pass the saving throw.

Tep

If the spell lasts for a certain length of time, add 6 seconds to it (1 round). Increase this to 12 seconds (2 rounds) at 6th level and 18 seconds (3 rounds) at 14th level.

Quo

If a spell requires you to make an attack roll, you gain advantage. At 14th level you may have the spell deal 1d8 points of thunder damage to each hostile creature within 5 ft of the target.

Loe

If a spell has a range associated with it, increase the range by 10ft. Increase the range by 15ft at 6th level, and 20ft at 14th level.

Vix

If the spell targets an ally, that ally is healed for 1d6 hit points in addition to the spell's other effects. Increase the number of hit points healed to 2d6 at 6th level, and 3d6 at 14th level.

Corna Runes

6th-level College of Metal feature

At 6th level you inscribe the names of your ancestors onto your axe, which allows you to call upon them whenever you start slinging metal. Granting them some of your power, their souls will continue shredding even when you stop. Whenever you cast a spell you may choose to spend any number of additional spell slots of the same level or higher. Starting with the next round, for a number of rounds equal to each additional spell slot spent, you may cast that spell as a bonus action. When you choose not to cast the spell in a round, the tether is broken and this effect ends.

Keep in mind that you can not use a Chord of Power when using Corna Runes, and vice versa.

Slayer King

14th-level College of Metal feature

At 14th level, when you invoke your Ancestral Power Runes you feel their power flow through you causing you to succumb to the slayer's rage. Whenever you cast a spell as a bonus action, the next action you take will be empowered by your rage. Choose one of the following:

Action

Effect

Attack

On a successful hit, the target must make a wisdom saving throw against your charisma score, or be stunned until the end of your next turn.

Dash

At any point during your dash action you may attack once.

Dodge

In addition to the normal effects, add 3 to your AC until the start of your next turn.

Help

In addition to the normal effects, you may choose to discard one of your bardic inspirations to grant a +4 bonus to their next ability check or attack roll.

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