Bard
Base Class: Bard

Bards of the college of metal are rambunctious, yet loyal. Vulgar, yet respectful. Brutal, yet honorable. When they enter a tavern, the barkeep’s eyes never leave them. They ask themselves will their strings insight a brawl or loosen some purse strings? Whatever the barkeep fears, the bard doesn’t mind. They live for their gigs, and will play regardless of what happens. They are a group of wanderers looking for their next pupil to teach. The stage is their auditorium, their riffs are their lecture, and they would have it no other way. They will work in the seediest part of town if that is the only place to play, and if they are unlucky enough to be forced out of town for “disturbing the peace” they’ll find someplace to create their own stage. A place for the outcast and downtrodden to meet, and vent their emotions.

For more information about the world this subclass belongs to see the Metallonomicon document, listed below:

dmsguild.com/product/329638/Metallonomicon

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 battleax, you finish the conversion, and now have a traditional slayer's axe. The new instrument can act as either a lute, or a battleax. When used as a weapon it follows the same rules as a normal battleax. See page 149 of the player's handbook for further information.

You gain proficiency with the slayer’s axe as both an instrument and weapon.

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, in addition to spending the spell slot, you must spend a bardic inspiration. Roll the bardic inspiration die, and then choose one of the following chords:

Chord Effect

Unt

If the spell causes damage to the target consult the Unt Chord Result Table below.

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, roll the a number of d8 equal to the number rolled with your bardic inspiration, the target takes thunder damage equal to the amount rolled.

Tep

If the spell lasts for a certain length of time, add 6 seconds to it (1 round). At 6th level if you roll an odd with your bardic inspiration die the effects of the spell become a curse. The only way to break the curse is to roll a Wisdom Saving throw against a DC 8 + half the value rolled with your bardic inspiration (rounded down). This save may be performed at the beginning of the affected creature’s turn.

Quo

If a spell requires you to make an attack roll, you gain advantage. At 6th level in addition to its other effects the target must make a DC 13 constitution saving throw, or be deafened for a number of rounds equal to the number rolled with your bardic inspiration.

Loe

If a spell has a range associated with it, increase the range by 5ft. At 10th level add a number of feet to its range equal to 5 * the number rolled with your bardic inspiration.

Vix

If the spell targets an ally, that ally is healed for 1d4 hit points in addition to the spell's other effects. At 6th level, roll a number of d4 equal to the number rolled with your bardic inspiration instead.

 

Result Effect
1-4   Change the damage type to fire / cold / lightning  
5-8   Change the damage type to acid / poison / thunder  
9-11   Change the damage type to necrotic / radiant  
12   Change the result to another number  


Keep in mind that you can not use Runes of Calling when using Chords of Power, and vice versa.

Runes of Calling

6th-level College of Metal feature

At 6th level you inscribe the names of your mentors onto your axe, allowing 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 a bardic inspiration in addition to spending the necessary spell slot. If you do so, immediately roll the bardic inspiration die. Starting with the next round, for a number of rounds equal to the number rolled, you may cast that spell as a bonus action. You do not have to spend a spell slot to cast the spell as a bonus action, but it must be cast at its lowest level. When you choose not to use your bonus action to cast the spell, or choose to cast a spell using your action, the tether is broken and this effect ends.

 Keep in mind that you cannot use a Chord of Power when using Runes of Calling and vice versa.

Slayer King

14th-level College of Metal feature

At 14th level, when you invoke your Runes of Calling 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 grant a 1d6 bonus to their next ability check or attack roll.

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