Base Class: Bard
As a bard of the College of Leadership, you feel at home on the battlefield. Guiding and commanding others through your powerful words.
Blade of Leadership
3rd level College of Leadership feature
You may create a magical weapon by sheer force of will as a bonus action.
The weapon you create is a one handed weapon without the reach property. The melee weapon deals force damage equal to the size of your bardic inspiration die, and you may use your Charisma modifier in place of Strength when making attacks. Your Blade of Leadership lasts for 1 hour, until you dismiss it as a bonus action, or are incapacitated.
You may do this a number of times equal to your proficiency bonus per long rest.
Exercises of Authority
3rd level College of Leadership feature
At 3rd level, you learn how to guide through inspiration. You gain access to Exercises. The exercises are fueled by your inspiration dice. You may use your exercises a number of times equal to your proficiency bonus per short rest.
Exercises. You learn two exercises of your choice, which are detailed under “Exercises” below. Many exercises enhance an attack in some way. You can use only one exercise per attack.
You learn an additional exercise of your choice at 6th, 10th, and 14th level. Each time you learn new exercises, you can also replace one exercise you know with a different one.
Saving Throws. Some of your exercises require your target to make a saving throw to resist the exercise's effects. The saving throw DC is calculated as follows:
Exercise save DC = 8 + your proficiency bonus + your charisma modifier.
About-Face Exercise
About-Face Exercise. When you are hit with an attack, you may use your reaction to swap places with a creature within 5 feet of you. Roll your inspiration die and reduce the damage taken by that amount.
Bushwhack Exercise
Bushwhack Exercise. As a reaction, you may grant yourself or an ally a bonus to deception, stealth, or initiative. Roll your inspiration die and add it to the total.
Cleaving Exercise
Cleaving Exercise. You or any ally you command within 30 feet may strike multiple targets with a single weapon attack. As an action you or the ally may make an attack roll. You may then use that attack roll on a number of additional enemies equal to your weapon attack modifier, minimum 1. The AC for each monster after the first progressively increases by 2. Roll your inspiration die and add it to the damage.
Defensive Exercise
Defensive Exercise. As an action you may command an ally to strike at a creature. The ally uses their reaction to make a weapon attack against a creature within melee range, and you roll your inspiration die and add it to your AC.
Diversion Exercise
Diversion Exercise. You or an ally you command uses their action to make an attack against a creature within melee range. Roll your inspiration die and add it to the attack damage, and the next attack against the creature is made with advantage.
Formations Exercise
Formations Exercise. As an action, you may expend a use of your exercises so you and an ally within 30 feet that you can see may approach each other. You move up to half your speed towards each other, and your movement does not provoke opportunity attacks.
Fumbling Strike Exercise
Fumbling Strike Exercise. As an action, you or an ally you command may make a weapon attack roll against a creature. Roll your inspiration die and add it to the attack roll. On a hit, the target must make a Strength saving throw or drop their weapon.
Grounding Exercise
Grounding Exercise. As an action you may make a melee or ranged weapon attack, or command an ally to make a melee or ranged weapon attack as a reaction, against a creature you can see. On a hit, target must make a Strength saving throw or be knocked prone. If the creature is flying, on a failure they drop to the ground.
Inspiring Exercise
Inspiring Exercise. As an action, you may grant yourself or an ally you can see within 30 feet of you temporary hit points. Roll your inspiration die and add your Charisma modifier. Target gains that much temporary hit points.
Mocking Exercise
Mocking Exercise. You may use a bonus action to make a weapon attack and expend a use of your exercises to force a target to make a Wisdom saving throw. On a failure, the target makes their next attack with disadvantage. Roll your inspiration die and add it to the attacks damage roll.
Retorting Exercise
Retorting Exercise. When you or an ally within 5 feet are hit by an attack, you may use your reaction to make an attack against the attacking creature. Roll your inspiration die and add it to the total damage.
Scouting Exercise
Scouting Exercise. You may use a bonus action to grant yourself or an ally a bonus to investigation or perception checks. Roll your inspiration die and add it to the total.
Snapshot Exercise
Snapshot Exercise. You may use an action, or command an ally to use their reaction, to make a ranged weapon attack against a creature. Roll your inspiration die and add it to the total damage roll.
Tactical Retreat Exercise
Tactical Retreat Exercise. As a bonus action, you or an ally uses their movement to move in a direction away from an enemy. Roll your inspiration die and add it to yours or their AC.
Tarheel Exercise
Tarheel Exercise. As a reaction, you may grant yourself or an ally you command a bonus to Strength saving throws against being pushed or knocked prone. Roll your inspiration die and add it to the total.
Extra Attack
6th level College of Leadership feature
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Self Help
14th level College of Leadership feature
You may now inspire yourself whenever you use a bardic inspiration. So long as you have a point of inspiration, your weapon attacks are made with advantage.
Cohort
14th level College of Leadership feature
Every good leader has a group of loyal supporters. As an action, you may claim a number of friendly creatures within 30 feet equal to your Charisma modifier as your cohort. For the next 10 minutes, you gain the following features:
- When you activate your cohort, as a bonus action you may inspire them all at the same time for a single use of your Bardic Inspiration.
- You gain a bonus to your AC equal to the amount of members in your cohort within 10 feet of you.
- Members of your cohort gain a bonus to their saving throws equal to your Charisma modifier as long as they are within 10 feet of you.
- When you activate your Cohort feature, you may use an exercise, commanding each member of your cohort, including you, to take the same action.
You may designate a cohort once per day.
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