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5e College of Heavy Metal For Bard

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Bard: Bard Colleges Once you use this feature, you can’t use it

rd
At 3 level, a bard gains the Bard College again until you finish a short or long rest.
feature from the College of Heavy Metal.
Groupie
College of Heavy Metal At 6th level, you gain the ability to bolster your
self-esteem and following, you can create the
Of the many schools that fill the lands, very few
image of a creature that is no larger than you in
bards ever consider learning the ways of Heavy
a spot you choose within 120 feet, lasting 5
Metal. Traditionally heard in orc war parties,
minutes. It seems completely real including the
whose loud and aggressive style strike fear into
sounds, smells, and temperature appropriate to
their enemies, and place pride and motivation
the thing depicted.
in their allies. The School of Heavy Metal utilizes
As long as you are within range of the illusion,
these traditions to invigorate and lead their
you can use your action to cause the image to
allies to victory, while driving fear into the
move to any other spot within range. You can
hearts of their foes. Although their taste in
also cause the image to create sounds even
music is unique the energy they give but most
hold a conversation, you can even cast spells
importantly their egos are told to be legendary.
from the illusion as if you were in that spot.
When the illusion is created, creatures must
Raging Performance succeed on a Wisdom saving throw equal to
When you join the College of Heavy Metal at 3rd your spell save DC. On a success, the creature
level, you gain the ability to magically augment discerns the illusion for what it is, and cannot
the weapons held by creatures by setting them be harmed by effects from the illusion. Physical
ablaze for a moment. interaction with the image also reveals it to be
As a bonus action, you can expend a use of an illusion causing it to disperse and fade away.
Bardic inspiration to grant a creature within 30 You can use this feature up to a number of
feet that can hear you a momentary boost. times equal to half your Charisma modifier
When you do so, your harsh words and (minimum of one). You can’t use it again until
aggressive tunes ignite the air around a you finish a short or long rest.
creature’s weapon. The first attack made on
that creature’s next turn deals an additional 2d6
fire damage on a hit. Leader of The Band
The additional damage increases when you At 14th level, you gain an otherworldly aspect to
reach certain levels in this class, increasing to your appearance that makes you look fiercer
2d8 at 5th level, 2d10 at 10th level, and 2d12 at than before.
15th level. In addition, you can begin to perform
(following the rules of a concentration spell),
Stunning Presence while performing as a bonus action, you can
spend a Bardic Inspiration to fuel and invigorate
At 3rd level you learn to strike fear into those
your allies. You can target creatures equal to
around you with insidious magic and
your Charisma modifier, amplifying the damage
electrifying sounds. A creature that can see and
they deal on the first hit on their next turn by
hear you can succumb to your shocking
1d12 (fire, lighting, or thunder) damage (your
performance and plunge into a frightened state.
choice). You may still cast spells while
As an action, you can strike your instrument
maintaining your performing.
violently and spew venomous words at your
If your concentration is broken, your
target forcing the target to succeed a Wisdom
performance ends and all Bardic Inspiration that
saving throw equal to your spell save DC. On a
has not been used, fades.
success, the target becomes frightened for the
You can use this feature twice per day, and
next hour, seeing electrifying monsters emitted
you can’t use it again until you finish a long rest.
from your magic. The effects last until the
target is attacked or damaged or it witnesses its
allies being attacked or damaged.
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