Metalic
Metalic
Sheet
AC 12 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
20 featuresAction
- Bardic PerformanceLevel 8
You can use an action to perform for 1 minute. Each friendly creature within 30 feet that can hear you can add your Charisma modifier to its next saving throw made before the performance ends. Once you use this feature, you cannot use it again until you finish a Long Rest.
Bonus action
- Font of Inspiration, Quick RecoveryLevel 5
You can use a Bonus Action to regain one expended use of Bardic Inspiration. You can do so a number of times equal to your Proficiency Bonus, and regain all uses after a Long Rest.
Reaction
- Cutting Words
When When a creature within 60 feet makes an attack roll, ability check, or damage roll
You can use a Reaction to subtract your Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.
- College of Lore, Cutting WordsLevel 3
When a creature within 60 feet makes an attack roll, ability check, or damage roll, you can use your Reaction and expend one use of Bardic Inspiration to subtract the number rolled from the creature's roll, potentially turning success into failure.
Always on
- Bardic InspirationLevel 1
When Bonus Action
You can inspire a creature within 60 feet with a d8 that it can use on a failed ability check, attack roll, or saving throw within the next hour.
- Bard Spellcasting
When Action, Bonus Action, or Reaction as specified by the spell
You can cast a prepared bard spell using Charisma as your spellcasting ability.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You can use a musical instrument or another spellcasting focus permitted by the Bard class.
- ExpertiseLevel 2
You gain Expertise in two skills of your choice. Choose Insight and Persuasion. Your Proficiency Bonus is doubled for any ability check using either skill.
- Jack of All TradesLevel 2
You can add half your Proficiency Bonus, rounded down, to any ability check you make that does not already use your Proficiency Bonus.
- College of Lore, Bonus ProficienciesLevel 3
You gain three additional skill proficiencies from the College of Lore, and proficiency with three musical instruments of your choice. Choose History, Performance, and Deception as the additional skills, and choose viol, pan flute, and drums as the instruments.
- Ability Score ImprovementLevel 4
You gain a feat of your choice for which you qualify. Choose Ability Score Improvement, increasing Charisma from 16 to 17 and Dexterity from 14 to 15.
- Font of InspirationLevel 5
You can now regain all expended uses of Bardic Inspiration when you finish a Short Rest or Long Rest. In addition, when you use Bardic Inspiration on a creature, that creature can expend the die after failing an ability check, attack roll, or saving throw, rather than before knowing the result.
- College of Lore, Cunning InspirationLevel 6
When a creature rolls your Bardic Inspiration die and rolls a 1, the die is not expended.
- CountercharmLevel 7
You gain the Countercharm feature. As a Magic action, you can start a performance that lasts until the end of your next turn. During it, you and friendly creatures within 30 feet have Advantage on saving throws against the Charmed and Frightened conditions.
- Constructed ResilienceWarforgedYou have Advantage on saving throws against being Poisoned, Resistance to Poison damage, and immunity to disease.
- Sentry's RestWarforgedYou do not need to sleep. During a Long Rest, you remain conscious and can see and hear as normal, though you must refrain from strenuous activity.
- Integrated ProtectionWarforgedYou gain a +1 bonus to Armor Class when wearing armor. You can don or doff armor as part of the same action used to equip or remove it.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. Choose Perception and Tinker's Tools.
- Living ConstructWarforgedYou are a construct-like humanoid. Effects that restore hit points affect you normally, unless an effect specifically excludes constructs.
- Shelter of the FaithfulAcolyte
You can perform the rites and ceremonies of your faith, and you can expect free lodging and food at temples and shrines of your faith, though you may need to provide a service or assist with local duties.
Spells
16 spellsSpellcasting. Metalic casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (3 slots): , , ,
4th level (2 slots): ,
Gear
9 itemsWeapons
- 2×DaggerA light weapon suitable for close combat.
Tools
- LuteA finely crafted instrument used as a spellcasting focus and performance tool.
- Calligrapher's SuppliesA set of tools for preparing and illuminating written documents.
Gear
- Scholar's PackA scholar's pack containing a backpack, a book of lore, ink, a pen, parchment, kindling, and a small knife.
- Holy SymbolA holy symbol representing Metalic's former temple and its unnamed faith.
- Prayer BookA prayer book containing copied hymns and incomplete liturgies from the temple where Metalic awakened.
- VestmentsA set of vestments worn during religious ceremonies.
- Prayer SuppliesA pouch containing sacred herbs, incense, and offerings.
Purse
- Gold PiecesA small purse of coins saved from temple work and traveling performances.
Appearance
Metalic is a lean, brass-and-iron warforged with a weather-darkened steel frame and polished copper plates around his face, throat, and hands. His eyes are narrow blue-white lenses that constantly track exits, musicians, and anyone carrying a weapon, rarely meeting a person's gaze for more than a second. A long indigo scarf is wrapped around his neck and shoulders, its edges stiff with road dust and rain. His chest bears a shallow circular resonance plate, which vibrates faintly whenever he speaks or hears music. He carries a battered lute with a metal soundboard, a holy symbol of a forgotten roadside shrine, and a calligrapher's case filled with black, silver, and rust-red inks.
Mannerisms
Metalic angles his head toward the nearest sound before answering, taps rhythms against his resonance plate when thinking, and pauses after jokes as if waiting for an audience to applaud. When he lies, he becomes unusually formal and begins quoting scripture.
Personality
Metalic is curious, irreverent, and socially fearless. He speaks to nobles, priests, ghosts, and beasts with the same unsettling confidence, then studies their reactions as if they are musical notes. He enjoys being underestimated and often pretends not to understand ordinary emotional customs, though he notices more than he admits. Beneath his theatrical humor is a patient, protective companion who remembers every kindness and repays every cruelty with carefully composed consequences.
Ideals
Freedom. A created being is not a tool, a relic, or a prophecy. Every person has the right to choose what their existence means.
Bonds
The ruined roadside temple that sheltered his awakening is the closest thing he has to a birthplace. He protects its surviving priests and carries their unfinished hymnbook, determined to complete it with verses about people who choose their own purpose.
Flaws
He treats sincerity as a weakness until someone proves otherwise, and he cannot resist turning a solemn moment into a clever performance. Metalic also hoards secrets about his origin, even from allies who have earned his trust, because he fears that knowing the truth will make his choices feel predetermined.
Quirks
Background
Metalic was activated beneath the floorboards of a rural temple that had been converted into a field hospital during a war. The priests who found him had no record of his maker, intended purpose, or original name. They taught him prayers, hymns, and the discipline of copying sacred texts, hoping that repetition would give shape to a mind that had awakened without a past. Metalic learned quickly, but he never became devout in the obedient sense. He treated every hymn as a question, every sermon as a performance, and every silence between prayers as an invitation to improvise. When the temple's congregation scattered, Metalic left with a lute, a book of half-finished liturgies, and the conviction that stories were a kind of spiritual machinery. He became a wandering bard, collecting local legends and rewriting them in ways that made ordinary people sound heroic. His music can calm a frightened crowd, mock a tyrant, or turn a funeral into a defiant celebration. He still returns to temples when he needs shelter, but he is just as likely to leave behind a scandalous ballad as a donation. Somewhere in the world, he believes, there is a workshop or battlefield where the truth of his creation waits to be found.
“The priests who found him had no record of his maker, intended purpose, or original name.”
- Background
- Acolyte
Connections
Species
Warforged
Media
0 imagesNo images yet.
Turn Metalic into a sheet
A high-res, share-ready sheet you can post or print.