Base Class: Bard
Bards of the College of Camaraderie are oftentimes the first thing to be heard on a battleground or within military encampments. Loud, bright, and sometimes rough around the edges, they make themselves heard even through the chaos around them. These bards often accompany commanders on the field, using their songs as a means to inspire and amplify their superiors commands, if they are not already ranked generals themselves. Through their war music and commands for triumph, they easily keep a rigid eye, calling the shots in the typical disorder of a skirmish or larger engagement.
War Fanatic
When you join the College of Comradery at 3rd level, you gain proficiency in either the Intimidation or Persuasion skill.
Call to Action
Also at 3rd level, you may use your presence to suggest a course of action a creature should take. Expending a bardic inspiration die, you may choose a willing creature within 30 feet of you, and forcefully expend their reaction to follow an effect listed below.
You may choose one of the three options available.
Fortify: Gain temp HP equal to a roll of your bardic inspiration die+Charisma mod. The creature gains the benefits of the Dodge action.
Push: The creature makes a melee attack against a creature within their range, adding a roll of your bardic inspiration die to the attack modifier and damage roll.
Retreat: The creatures movement speed increases by 10 feet, and does not provoke opportunity attacks. The creature gains the benefits of the Dash action.
Menacing Tactics
At 6th level, your voice can inspire your troops or shake the enemy's resolve. Whenever you expend a bardic inspiration die, you may attempt to intimidate the enemy. Creatures of your choice within 10ft of you must make a wisdom saving throw, becoming frightened of you until the start of your next turn on a failure. On a successful save, they do not become frightened.
Not Today
At 14th level, you have mastered the waves of battle and it's incredible violence, and are able to keep your allies afloat. As an action, allies within 30ft of you gain temporary hitpoints. Roll all of your bardic inspiration dice; the temporary hitpoints are equal to the result. You do not expend any dice using them in this way. The temporary hitpoints gained this way last for 1 minute, or until otherwise lost.
Once you use this feature, you can’t use it again until you finish a long rest.
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