Bard
Base Class: Bard

Bards of the College of Metal use magic to make themselves much louder than some bards would dare to go, and louder than some bystanders would like. This allows their performances to have an effect over longer distances, and the songs themselves seem to have more violent effects than some other bards may cause.

Arcane Amplifiers

The volume at which you manage to play your instrument, whether it be the flute, drum, or good old-fashioned guitar, is astounding. When you play, people have to listen whether they want to or not.

Starting at 3rd level when you choose this subclass, your Bardic Inspiration's range is doubled, and you no longer have to be able to see the target to use your bardic inspiration, they only need to be able to hear your performance.
In addition, you can now give your Bardic Inspiration to an unconscious creature, in which case the creature adds your proficiency bonus to their roll, instead of rolling the bardic inspiration die.

Crank It Up To 11

Beginning at 3rd level, you can suddenly burst with sound, pushing opponents away from you from the sheer volume.

As a bonus action, you may spend a bardic inspiration die to "Crank It Up To 11", in which case all creatures within 10 feet of you must succeed on a Strength saving throw or be pushed back 10 feet. Additionally, until the start of your next turn, any creature that attempts to enter a space within 5 feet of you must succeed on a Strength saving throw before they can enter the space.

Deafening Solo

Most bards would think of using inspirational or soothing music to fight off their allies fears and protect them from charms, but bards from the College of Metal have learned that you can't be charmed or scared if you can't hear, and have practiced the ancient art of drowning everyone out with sound. 

Starting at 6th level, when you use your action to play your Countercharm, it has the additional effects:

All creatures within 10 feet when you start the countercharm must make a Constitution saving throw, taking 1d12 damage and getting stunned until your next turn on a failure, or taking half as much damage on a success.
All allies within the radius are immune to thunder damage.
All enemies within range are unable to cast spells that require vocal components as if under the effects of a Silence spell.

Bring The House Down

At 14th level, you reach the absolute threshold of your abilities, and you gain the ability to create a Huge illusory creature of pure rock and roll in an unoccupied space that you can see within 60 feet. The illusion lasts for a minute or until you lose concentration, and occupies its space, as if it were a creature. The creature can take any form you choose, such as a dragon, Balor, Tyrannosaurus, giant, Yeti, or Treant.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 50-foot cone originating from its space, or make 2 melee attacks against a creature within 10 feet of it.

When you create the creature, choose a damage type: acid, cold, fire, lightning, necrotic, radiant, or poison. Each creature in the cone must make an Dexterity saving throw, taking '6d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. For melee attacks, use your spell attack modifier, doing 4d6 damage of the chosen damage type on a hit.

The illusion is tangible because of the soundwaves used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. 

This feature can be used once per long rest.

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