Base Class: Bard
Of Sound and Steel
The College deals in the manipulation of sound as a weapon. The college has created a unique style of music that is gritty, heavy on beats, and, of course, loud. They are often hired by the Kingdoms as elites in their military. They are used as a multi-unit serving roles as healers, supports, and front-liners. Their signature sound has become a symbolic for the coming of war. Initiates of the College are put through torturous trials to prove they can withstand the sound their powers produce. Once they have proven themselves they are taught to summon their own Pact Instrument. By creating a Pact Instrument the initiate has pledged their soul to the service of the College of Metal.
A Deal at the Crossroad
Long ago the College's founder made a deal with an otherworldly being. What this being is is uncertain. However, it granted the founder powers over the forces of sound and partially of reality. It commanded the founder to teach others of hi gift and to bring others into the fold. The patron of the college is no secret and little has been done as the college has only helped those in need of military services.
Bonus Proficiencies
When you join the College of Metal at 3rd level, you gain proficiency with medium armors, shields, and Improvised weapons
Pact Instrument
You can use your action to create a pact instrument in your empty hand. You can choose the form that this instrument takes each time you create it. You are proficient with it while you wield it.
You can also use your instrument as a weapon with the following traits.
- You choose the damage type between bludgeoning, slashing, or piercing damage.
- The damage die is equal to your Bardic Inspiration Die.
- It is also considered a light and finesse weapon.
- You can also substitute your charisma modifier for attack and damage rolls.
- This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact instrument disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the instrument (no action required), or if you die.
You can transform one magic instrument into your pact weapon by performing a special ritual while you hold the instrument. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the Instrument, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient instrument in this way. The instrument ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different instrument, or if you use a 1-hour ritual to break your bond to it. The instrument appears at your feet if it is in the extradimensional space when the bond breaks.
Lord of Sound
Tuned Ears: You are immune to being deafened. You have advantage on perception checks using sound. When you cast a spell using your pact instrument and it requires an attack roll, the spell's range is doubled. In addition, while a creature holds one of your Bardic Inspiration die they are immune to being deafened and have advantage on perception checks using sound.
Thunderstruck: When you deal damage to a creature you can deal additional thunder damage equal to you charisma modifier. In addition, they must make a charisma saving thrown or be deafened until the start of you next turn. They also have disadvantage on their next attack roll. You can use this ability once per turn.
Beat Down
Starting at 14th level, If you use the attack action on your turn you can cast a single cantrip as a bonus action. In addition, when you use this ability you can spend one use of your Bardic Inspiration to deal additional thunder damage.
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