College of Steel
… And the music played on, each pluck of the string fostering harmonies that drove the warriors to frenzy. Few possessed the courage to stand up to them. Those who did died to a man; their blood seeped into the hillside and fed the soft, hungry earth.
… And the music played on, each chord the sanguine finality of Kings and infidels alike. Atop the mountain’s peak, penetrating the thundering nimbus of the heavens and towering over lesser mortals stood one man, an Axe cradled in his arms, his fingers shredding its surface with inhuman celerity. From his lips escaped but one word – one word, regarding the bloody debacle, the pillars of corpses that lay at his feet, the ruins of palaces and the seeds of brutality, at once and forever:
When you join the College of Steel at 3rd level, you
gain proficiency with Medium armor, Heavy armor, and
two heavy martial weapons.
At 3rd level, you learn to fuel the rage within.
When attacking a creature with either a melee attack
or a ranged touch spell, you can take a bonus action and
use a Bardic Inspiration use and roll an inspiration die and add the number rolled to your AC against the next attack against you and your next attack roll.
Louder than Hell
At 6th level, you gain immunity to deafness, resistance to sonic damage, and you can apply your Charisma modifier to damage rolls with weapons you are proficient with in place of either your Dexterity or Strength Modifier.
For Whom the Bell Tolls
At 14th level, You can spend your time in combat jamming it out. As an action, you can start a For Whom the Bell Tolls performance. You can use your action on the following turns to keep the performance going, this can last for as long as you hold your concentration and up to 10 minutes. Concentration on the performance functions the same to concentration with a spell. To be affected, an enemy must be able to the see and hear the Heavy Metal Bard perform within 60 feet.
Each enemy within range receives a Wisdom Saving Throw (DC 8 + Proficiency Bonus + Cha) to negate the effect. If a creature’s saving throw succeeds, the creature is immune for 24 hours to the performance. If at any point the creature fails the save, they are paralyzed for the duration of the performance, however, the creature can attempt another saving throw at the beginning of their turn with disadvantage.
If a creature that is paralyzed by this performance takes damage, they immediately save against the effect.
You must take a long rest before using this ability again.