Bard
Base Class: Bard

Bards of this college inspire allies to battle forward with melodies of soothing, strengthening or healing properties. Born as archers, these minstrels learned how to evoke magic to empower their allies' spirits, greatly boosting their prowess in battle.

The word bard ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards of the God's Quiver in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions.

In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.

Bonus Proficiencies

3rd-level College of the God's Quiver feature

When you join the College of the God's Quiver at 3rd level, you gain proficiency with short bows, long bows, the History skill, and one more skill of your choice.

Battle Song

3rd-level College of the God's Quiver feature

Through your travels and adventures you have learned to manipulate the weave and perform a song that can either bolster your allies or hamper your enemies.

Beginning at 3rd level when you choose this subclass, as a bonus action you may expend one use of your bardic inspiration die to play a battle song from one of the three options listed, the effect depends on the song chosen upon using this ability and can affect allies or enemies that are within 30ft. of you. The duration of the song is equal to a number of rounds equal to 2 + your proficiency bonus. When you activate this feature, roll your bardic inspiration die. The number rolled is used for any bonuses in the three options below. You also gain the benefits of the song played. You may only play one song at a time, if you choose to use this feature while already playing a Battle Song the current song ends and you choose another song to play.

Mage's Ballad: This song attempts to throw off your enemies in combat. Enemies affected by your battle song and are required to make a saving throw must subtract a number from the roll equal to number rolled on your bardic inspiration die when you activated your battle song.

Army's Paeon: You play a song to help protect your allies from harm. When an affected ally is hit with an attack by an enemy you use your magic song helps to reduce the severity of the blow. The damage of the attack is reduced by the number rolled on your bardic inspiration die when you activated your battle song.

Wanderer's Minuet: You bolster your allies with an inspiring song to get the upper hand on your enemies. Affected allies can score a critical hit on a d20 roll of 19 or 20. Additionally, affected allies gain temporary hit points equal to the number rolled on your bardic inspiration die when you activated your battle song.

Repertoire

6th-level College of the God's Quiver feature

You further manipulate the weave while playing your Battle Song to gain a particular advantage on your enemy. While playing your Battle Song, this ability gives you an effect based on which song you are currently playing.

Nature's Minne (Mage's Ballad): You send out a healing wave of energy through your song. If you cast a spell while playing this song, all affected allies in range receive healing equal to one roll of your bardic inspiration die, but does not expend a use of bardic inspiration (this healing increases to 2 bardic inspiration die at 10th level and 3 bardic inspiration die at 14th level). You may only use this feature once per use of the Wanderer's Minuet Battle Song.

Army's Ethos (Army's Paeon): While playing this song, you and all affected allies are granted a burst of speed increasing your movement speed by 10ft. Additionally, when you make the attack action you can make one additional attack (this effect does stack with the extra attack class feature).

Pitch Perfect (Wanderer's Minuet): Your song becomes pitch perfect while playing. When you hit with an attack roll with your bow, the magical energies of your song funnel into your arrow allowing you to add a bonus to the damage roll equal to one roll of your bardic inspiration die, but does not expend a use of bardic inspiration (this damage increases to 2 bardic inspiration die at 10th level and 3 bardic inspiration die at 14th level). You may only use this feature once per use of the Wanderer's Minuet Battle Song.

Apex Arrow

6th-level College of the God's Quiver feature

You use your allies spirits to fuel an empowered shot from your bow. Once per short rest as an action, while you are playing a Battle Song, you can expend 1 bardic inspiration die to fire a magical shot of energy in a line that is 100 feet long and 5 feet wide. Each creature in this line must make a dexterity saving throw against your spell save DC. On a failed save, the target takes 5d6 force damage plus another 1d6 force damage for each ally within range of your Battle Song, or half as much damage on a successful one.

Radiant Finale

14th-level College of the God's Quiver feature

You use your allies spirit to fuel an empowered shot from your bow.

You have mastered the art of song and bow allowing you to turn the tide of battle for your allies at a moment's notice with a powerful finale.

As an action, you play a finale that radiates through an area 60ft. around you. Roll 1 bardic inspiration die. All enemies and allies that are in range and can hear the finale gain the effects of all 3 of your battle songs. The bonuses are equal to the new bardic inspiration die roll. The finale lasts for a number of rounds equal to your proficiency bonus + 3.

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