Base Class: Bard
College of Metal bards are the most hardcore of bards. They gain the ability to enter into a rage (similar to barbarians) and more efficiently spread terror and inspiration across the battlefield. Whether they sling spells or slam foes with their instruments, these bards give performances that their enemies will never forget.
Bardic Rage
3rd-level College of Metal feature
In battle, your charisma spills forth with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits:
- You have advantage on Charisma checks and Charisma saving throws.
- When you make a Charisma (Intimidation) or Charisma (Performance) check, you can treat a d20 roll of 9 or lower as a 10.
- When you cast a bard spell that normally takes one action, you may cast it instead as a bonus action.
- You have resistance to psychic damage.
You can’t concentrate on spells while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.
You can enter a rage a number of times equal to your proficiency bonus, and once exhausted, you must finish a long rest before you can rage again.
Adamantine Reinforcement
3rd-level College of Metal feature
You have customized your instrument with smash-proof adamantine plates. You gain the ability to make a special attack with your instrument. The damage die for this attack is equal to your bardic inspiration die.
Wicked Riff
6th-level College of Eloquence feature
You have learned how to use your music to inspire your allies and harm your foes. As an action, you can expend one use of your Bardic Inspiration and choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). Select one of the following solo options.
Frightful Solo. Each targeted creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for one minute. Roll the Bardic Inspiration die. Each creature must subtract the number rolled from their saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stunning Solo. Each targeted creature must succeed on a Wisdom saving throw against your spell save DC or become stunned until the end of your next turn. Roll the Bardic Inspiration die. Each creature must subtract the number rolled from their saving throw.
Inspiring Solo. Each targeted ally gains one Bardic Inspiration die.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Feel the Rage
14th-level College of Metal feature
When you inspire someone, the power of your rage can linger within them. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, you can use your reaction to encourage that creature to keep fighting, giving it another Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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Posted Feb 22, 2021Thanks for checking out this subclass! I appreciate any advice or other comments, as I am likely to update this after some playtesting.