Bard
Base Class: Bard

Bards are expert at combining the arts of magic and music. They create a beautiful and inspiring song for their adoring public. The College of Metal does things differently. Through the study of the dark arts of demonology, Bards of the College of Metal develop destructive talents and maddening abilities. By channelling this twisted magic into their music, they bring pain and madness to their enemies. This pain, in turn, makes them even stronger.

Symphony of Destruction

When you choose this subclass at level 3, you can use your bonus action to expand an inspiration die and inflict thunder damage to a creature you can see within 60 feet. The creature must make a Constitution saving throw. On a failure, the creature takes damage equal to the roll of the Inspiration die + your Charisma Modifier. On a success, it takes half the damage. The effects scale in power as you level up. When you reach level 5, if the creature fails its saving throw, it is stunned until the end of its next turn. When you reach level 10, you can target a second creature within 5 feet of the first one with this effect. At level 15, you can target all creature in a 10 feet radius of a point you can see within range.

The damage of this feature is doubled if they target a construct, an object or a creature made of inorganic material like stone, crystal or metal.

Through the Fire and Flames

At level 9, you gain the power to make a willing creature a literal Juggernaut. If you play Through the Fire and Flames (Concentration), a willing creature within 60 feet of you will be immune to charming, frightening, grappling, poisoning, pruning and stunning. The max duration is 1 minute, but if you suffer damage and fail a 15 DC Constitution saving throw (or the creature goes out of range), the spell will forcefully end, and both you and the target of this spell will be deafened for 1 hour. 

Raining Blood

When you use this feature, a cumulus of red clouds form above you and your party and starts raining blood that heals 1d4 per round to all your allies (10 sqft starting range maximum, it gets 10 sqft bigger every round. The effect applies individually at the start of each one's turn). It lasts for 3 rounds, but if a drop is mixed with water the rain is forcefully ended.

Awaken

At level 14, you can perform Awaken for 5 minutes in an area where dead humanoids lie, such as a graveyard, crypt, or battlefield. You can only perform in this way at night. At the end of your performance, make a DC 10 Charisma (Performance) check. The DC for this check increases by 5 if the newest body in the area has been there for over 100 years. The DC increases by 5 if you or your allies were responsible for the deaths of humanoids in the area. Finally, if the humanoids in the area were evil, the DC increases by 5. On a successful check, ghosts of humanoids in the area rise from their resting place. You revive a number of ghosts up to your Charisma modifier + your proficiency bonus, provided there are enough humanoid corpses in the area to do so. The spirits have the stats of ghosts and retain the alignment and knowledge they had in life. As a result, your DM may allow you to gain information from these ghosts, provided you treat them well. The ghosts will perform tasks for you and fight if you ask them. The ghosts remain until you are incapacitated, the spirits move more than 1 mile away from their body, or 1 hour passes.

Hell Awaits

At level 6, for every minute you perform you can hide 1 secret phrase that only your party will understand. However, every time you say a hidden phrase every other creature that can hear you makes an Insight check contested by your Deception check. If it succeeds, the creature understands the message. If it succeeds in understanding 3 messages during your performance, it learns the code and automatically understands the next messages, be it the same performance or not.

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