College of Metal ften seen as black sheep by the other bard schools, the College of Metal has a reputation they lean into rather heavily. Dark leathers, headbanging, groups of allies screaming and rocking as they perform, they learn to channel their music and condense it into powerful storms of energy, electrifying their foes and bolstering the strikes of themselves and their allies. They can even create clones of condensed music, summoning an entire concert to deafen and overwhelm their foes. Often taking on front-line supporting roles, Metalheads always manage to make a fight interesting, or at the very least, loud. Rock on! Iron Man When you join the College of Metal at 3rd level, you gain proficiency with Heavy Armor, Shields, and Martial Weapons. You also gain proficiency in 3 instruments of your choice. War Pig At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Thunderstruck Also at 3rd level, you learn to channel the thunderous force of metal that resides within your music outwards. When a creature uses one of your Bardic Inspiration die for an attack roll, the attack will deal an additional amount of lightning or thunder damage (their choice) equal to your Charisma modifier + your proficiency bonus. In addition, you can use your Bardic Inspiration on yourself, but only for attack rolls. 1 This is unofficial Fan Content permitted under the original Fan Content Policy. Wizards of the Coast LLC and Hasbro can suck my nerdy little balls if they think they can stop me from doing what I love.
Ride the Lightning At 6th level, you become able to bolster your allies and fry your foes with the overpowering energy of your music. As a bonus action, you can enter a state of pure focus, performing an epic, lightning-powered solo with one of your instruments. Each friendly creature within 30 feet that can hear you (including yourself) gains temporary hit points equal to your bard level, these temporary hit points being immune to lightning and thunder damage. Each hostile creature within 30 feet that can hear you must make a Constitution saving throw or take an amount of lightning or thunder damage (you choose for each creature) equal to your Bard level. If they succeed, they will only take half damage. You can use this ability an amount of times equal to your Charisma modifier (minimum of 1) per long rest. In addition, you become immune to the Blinded and Deafened conditions. Symphony of Destruction At 14th level, you can summon and shape concentrated music, creating a spectral concert to blow your enemy’s minds. As an action you summon an awesome band, casting Mirror Image with 5 duplicates, each playing a different instrument than you. As they appear, spotlights, colored smoke and harmless pyrotechnics shine down and spiral around you, your voice and music becoming amplified until you can hear it up to 5 miles away. Each hostile creature within 30 feet of you must make two Constitution saving throws, one to avoid being Blinded for 1 minute, and the other to avoid being Deafened until they complete a long rest. Each hostile creature within 30 feet of you will also have disadvantage on attack rolls. Likewise, you and allies within 30 feet of you gain advantage on attack rolls. If you move during the performance, your movement speed is reduced by half, pure focus slowing you down. The symphony requires concentration and an action each turn to maintain, lasting up to an amount of minutes equal to your Charisma modifier (minimum of 1). The duplicates will last until they are destroyed or until the end of the symphony. Once you use this ability, you cannot do so again until you complete a long rest. In addition, you gain permanent resistance to lightning and thunder damage. Now on DNDBeyond! Check it out here: https://www.dndbeyond.com/subclasses/1558148- college-of-metal Wanna help? Join the Patreon! It keeps the magic flowing: https://www.patreon.com/nagasarcana Follow us on Twitter! Memes and news galore: https://twitter.com/NagasArcana Follow us on Instagram! Even more memes and news: https://www.instagram.com/nagasarcana/ 2 This is unofficial Fan Content permitted under the original Fan Content Policy. Wizards of the Coast LLC and Hasbro can suck my nerdy little balls if they think they can stop me from doing what I love.