College of Metal

A strange breed of Bards the members of the college of metal are known for their love of loud music and raucous, near-violent parties which often involve a strange form of dance-combat; a style copied by their more enthusiatic fans. Such bards are able to strike hard against their foes, be it with their weapons or their music, empower their allies and perform a variety of different styles from their signature musical genre.

Bonus Proficiencies

When you join the college of metal at 3rd level, you gain proficiency with heavy armor and martial weapons.

Sound Wave

At 3rd level you learn to channel arcane power through your song; be it a chord, riff, melody or lyric. As an action you can expend a use of your bardic inspiration to create a tremendous wave of power through your music. Each creature within 15 ft. of you must make a Constitution saving throw against your spell save DC or take thunder damage equal to your bardic inspiration die, and be pushed 5 ft. away from you. On a successful save the creature takes no damage, and isn't pushed.

A creature that is deafened or otherwise can't hear you takes no damage but still makes the save against being pushed.

Amplified Inspiration

Starting at 6th level your music has become amplified via arcane means to inspire your allies to the core. A creature that uses one of your bardic inspiration dice may, before rolling, choose to use your Charisma modifier (minimum of 1) instead of rolling.

Metalhead

Starting at 14th level your grasp of metal has expanded immensely and you can channel several different powers with your music. As an action you may begin a performance that grants one of the following effects of your choice:

Death. During this performance you can command a number of humanoid corpses or piles of bones, within 30 feet of you, up to your Charisma modifier to rise and become zombies or skeletons under your control. The undead creatures are under control for 1 minute or until the performance ends, at which point they become dead once again.

While they are under your control and within 30 feet of you, you can continue the performance and command them on your turn as a bonus action. A single command can be issued to as many of your undead minions as you wish and can be specific, like directing movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the performance ends, but if you don't command them at all, they will do nothing except defend themselves against attack.

Doom. During this performance you loudly pronounce the end of your enemies through your music. Choose a number of creatures up to your Charisma modifier that're within 30 feet of you; these creatures must make a Wisdom saving throw or have disadvantage on all ability checks, attack rolls and saving throws they make. On a successful save the creature can't be affected by this type of performance for 24 hours. A creature that is deafened or otherwise can't hear you is unaffected by this performance. You can maintain your performance on your turn as a bonus action.

Folk. During this performance your music enthrals all those who hear it. Each creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC, with advantage if you are currently fighting them, or they become charmed by you until your performance ends or someone in your party harms them. They will know they have been charmed when the performance ends. A creature that is deafened or otherwise can't hear you is unaffected by this performance. You can maintain your performance on your turn as a bonus action.

Light. During this performance you play an electrifying solo, your hands alight with magical fire. Each creature of your choice within 30 feet that can see you must make a Constitution saving throw or be blinded for 1 minute. On a successful save the creature can't be affected by this type of performance for 24 hours. A creature that is blinded or otherwise can't see you is unaffected by this performance. You can maintain your performance on your turn as a bonus action.

Power. During this performance your words inspire your allies with the power of your music. Choose a number of creatures up to your Charisma modifier that are within 30 feet of you. The chosen creatures may add your Charisma modifier to one ability check, attack roll, damage roll or saving throw on their turn. A creature that is deafened or otherwise can't hear you is unaffected by this performance. You can maintain your performance on your turn as a bonus action.

Speed. During this performance your rhythmic melodies synchronise the movement of your allies and yourself, enabling you to cover more ground than before. Choose a number of creatures up to your Charisma modifier that are within 30 feet of you. The chosen creatures are able to take the Dash action as a bonus action. If they can already do this their movement speed is doubled when not using the Dash action. A creature that is deafened or otherwise can't hear you is unaffected by this performance. If a creature moves further than 30 feet away from you on their turn they no longer receive this bonus unless they are once again within 30 feet of you at the start of their next turn whilst your performance is still active. You can maintain your performance on your turn as a bonus action.

Unless otherwise stated your performance and its effects last 1 minute; if you take damage whilst maintaining your performance roll a Concentration check, if you fail the performance and all related effects end immediately. You regain the use of this feature once you finish a long rest.

Subclass by Michael Williams

Additional Works

Hello! Hopefully you've enjoyed what you read here! If you're interested in checking out other things I've done, here's some things that may take your fancy:

The Lycanthrope

All lycanthropes get their curse from somewhere. Were you born with it, transferred from the blood of your parents? Were you bitten by another lycanthrope during an adventure or attack on your home? Did you get cursed by some craven mage who sought to punish you? Was it a life you chose to accept, being granted such power by a deity?

That's what this class explores, covering all types of lycanthropy! A strong and very customisable martial class for those who want to walk on the wild side.

Check it out here!

The Oath Daemonicus

For some, simply dedicating their souls to the gods is not enough. Pledging themselves fully they allow daemons to possess their bodies, becoming willing hosts to these immaterial creatures. To any who can see it, this appears as two souls occupying one body; as the daemon has its own defining personality, goals and voice in your character's head. In battle, this being comes to dominate your mind and body, hands turn into rending talons and jaws into slavering, fang-filled maws that are twisted beyond reason and reality.

A Paladin subclass primarily designed for evil aligned player characters and evil NPCs, and inspired by the possessed warrior monks of a dark and far flung future this subclass lets you invite a demon along for the ride; adding a whole new dimension to making an oath.

Check it out here!

School of Explosion Magic

An extremely focused school of magic, specialising in one very specific ability: to create explosions of unparalleled and devastating destructive force. While it may seem eccentric, impractical, or inconvenient to some; Explosion Wizards are deadly opponents, capable of ending a fight in one very spectacular fell swoop.

Who needs things like shatter or fireball when you can create cataclysmic columns of conccussive catastrophe with but a few spell slots and a modicum of time! Learn the secrets of the most powerful magic known to all the planes but be warned, such incantations can toll a heavy price if one strains themselves too far; for the pay off may be mighty but so too will be the cost!

Check it out here!

The Spellblade

There exists a versatile brand of warriors who combine the talents of both casting and combat into one deadly blend of death and destruction. These are the Spellblades, a rare but powerful figure certain to be more than a match for most foes.

A capable magical and martial class that fans of the Eldritch Knight and the Hexblade are sure to love!

Check it out here!


The Inquisitor

Grim and determined, the inquisitor roots out enemies of all kinds, using trickery and guile when righteousness and purity is not enough. Although inquisitors can be dedicated to particular deities as a clandestine part of the formal religious order, some simply follow their own sense of justice and are more than willing to take the most extreme measures to make sure justice, divine or not, is served.

The Inquisitor is a class designed to represent those dedicated to a cause; be it foiling fiends, stopping spellcasters or annihilating aberrations Inquisitors will stop at nothing to thwart the machinations of their foes. Drawing inspiration from both its pathfinder counter-part and a grim, far-distant future it's a half-caster with its own list of spells capable of both martial prowess and support magic to harry foes and help allies.

Check it out here!

Way of the Brick Brawler

Monks of the Way of the Brick Brawler are taught to study the ways in which anything around them can be made into a weapon, from the smallest stone to the biggest brick. Naturally lovers of street brawls and bar fights, these boisterous bruisers use all manner of tricks to gain the upper hand in fights, can almost supernaturally sense a skirmish before they happen and are as often found to be swinging or throwing the masonry of their namesake as they are to be found building with them.

Inspired by brash brawlers, and savvy street fighters the Way of the Brick Brawler brings a uniquely resourceful style of martial arts, capable with anything they have to hand. If you're a fan of Jackie Chan (or even Gambit) this is one subclass to check out!

Check it out here!

Man-Ogres

Man-Ogres have thick skin, powerfully muscular builds and are of monstrous size, as they stand around 7 to 8 feet tall. Though their Ogre heritage has led them to increase in physical size and strength, the Man-Ogre's intelligence declined to below average human levels. Possessed of little more than only primitive survival instincts, part of their non-human heritage involved the loss of the ability for more complex intellectual thought since philosophical matters were unnecessary in an environment marked by starvation and a constant fight for life.

Man-Ogres are said to be even less intelligent than some Orcs. However, the truth is that their intellects are not in fact stunted, but much more focused on matters such as survival. An affinitity for magic is virtually unknown among Man-Ogres as a result. A Man-Ogre's speech patterns have been noted to be much the same as those observed in feral Orcs.

Check them out here!

Gnoll, Kitsune & Rat-men

A three pack of different races to add some more variety to your adventuring parties and worlds, complete with racial feats, naming conventions & height & weight tables!

Check it out here!

Subclass by Michael Williams