Bard
Base Class: Bard

It's coming from the metal. You hear something. You do not understand what. In the hard bottom of your drinking mug, in the hanging signs of shops in the city, in the armor and blades of the soldiers passing by. In your instrument. There is a vibration. And it hums your soul.

Counterculture

At 3rd level, the resonant frequency of your instrument and the violence of a nearby vibration causes your allies' metal equipment to magically grow and extend spikes, retorting with sharp metal into an attacking enemy. When a creature makes a melee attack against you or an ally within 30 feet of you who is wearing metal on their person, you can use your reaction to expend and roll a Bardic Inspiration die, dealing piercing damage equal to the roll to the creature.

You can use either smith's tools or tinker's tools as part of a short or long rest to create a customized piece of metal to give to a number of creatures equal to your proficiency bonus. If Counterculture is used with any creature wearing this piece of metal, you do not expend a Bardic Inspiration die to use this ability.

At 11th level in this class, you can use Counterculture with creatures wearing your piece of metal without using your reaction once per turn.

Machine Head

When you join the College of Tungsten at 3rd level, whenever you cast a bard spell, expend a use of your Bardic Inspiration, or activate Countercharm, you become aware of the presence of any metallic materials within 30 feet of you. This ability can penetrate most barriers, including solid earth, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood. At 11th level in this class, this range increases to 60 feet.

You gain proficiency in either smith’s tools or tinker’s tools.

Smith's Tools

You gain proficiency in smith's tools.

Tinker's Tools

You gain proficiency in tinker's tools.

Rules of Nature

At 3rd level, you can use your action to expend a use of your Bardic Inspiration, and make a Charisma (Performance) check to attempt to move an object or creature made of metal within 60 feet of you, up to 30 feet in a straight line. At 11th level in this class, this increases to 60 feet. The DC of the Charisma (Performance) check and the bludgeoning damage the metal deals is according to the size of the metal, as detailed below. If the metal you try to move is part of or even within a solid surface, the DC increases by 5 to remove it. You must declare before you make the check how large a metal you are attempting to move.

Any creature in the path of the metal must make a Dexterity saving throw against your bard spell save DC. If they fail, they take damage and are knocked prone. If the metal ends its movement in a creature’s space, the creature must move to a space within 5 feet of the metal.

If the metal is being worn, held, or ridden/stood upon by an unwilling creature, the creature must instead make a Strength saving throw against your bard spell save DC. If they fail and they are holding the metal object, it is ripped from them to a point of your choice. If they fail and they are wearing the metal object, the creature is moved as well, and takes all damage the metal deals. If they fail and they are riding/standing on the metal, the creature is knocked prone.

The metal is capable of holding as much as can fit on top of its space. If you succeed in your initial attempt to move your target metal, you can choose to concentrate on the metal for up to 1 minute (as if you were concentrating on a spell), and on subsequent turns, you can use your action to make the metal move in a direction you choose (the metal stays suspended in place if you continue to concentrate and do not use your action to move it). If a creature is wearing the metal you are concentrating on, they are considered grappled, unless the metal being worn is removed, or the creature can use an action on its turn to make a Strength (Athletics) check against your bard spell save DC to break the metal out of your hold.

Metal Size Damage

Metal Size (DC)

Bludgeoning Damage

Tiny (DC 5)

1d6

Small (DC 10)

1d8

Medium (DC 15)

1d10

Large (DC 20)

2d8

Huge (DC 25)

2d10

Gargantuan (DC 30)

3d12

Going Through Changes

At 6th level, the vibration manifests, and parts of your body become metal in stature. You are able to use your own body for the purposes of Rules of Nature.

You gain +2 AC, and resistance to bludgeoning and thunder damage.

War Machine Turning

At 6th level, you begin to pick up vibrations from certain unnatural/artificial forms of life. You are aware if any creature you can see within 60 feet of you is a construct. As an action, you can attempt to control a construct within 30 feet of you. The construct must make a Constitution saving throw against your bard spell save DC. It automatically succeeds on the saving throw if its CR or level is greater than your level in this class. On a failed save, it becomes friendly to you and obeys your commands for 10 minutes, or until you use this feature again. On a successful save, the construct knows the attempt was made to control it.

Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a use of your Bardic Inspiration to use it again.

Holy Diver

This is what the vibrations meant. Metal will never die. At 14th level, when you are reduced to 0 hit points, your body becomes encased in metal, making your form resemble a beautiful statuesque angel or devil (your choice). You regain 1 hit point, gain temporary hit points equal to half your maximum hit points (rounded down), and become an erinyes, but you retain your hit point maximum and current hit points, creature type, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain the benefit of any features from your class, race, or other source and can use them (provided that your new form is physically capable of doing so), and all of your skill and saving throw proficiencies, in addition to gaining those of the erinyes. If the erinyes has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the erinyes’ bonus in place of yours.

This form lasts for 1 hour, or until the temporary hit points are lost, at which point the metal falls away from you, and you return to your original form.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

 

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