Base Class: Bard
Bards of the College of Heroism trace their origin to a guild dedicated to hunting fearsome monsters where dread can prove lethal. Their songs hit with the force of a war drum and cut through darkness like a fog horn to bolster the morale of those who hear them, but these bards know that timing is crucial, and have prepared their performances in ways that allow them to dynamically respond to the ebb and flow of battle. Bards of this college are adept at bringing their comrades back from the brink of despair and rousing them when the battle begins to shift in their favor, as such they are more at home in a war camp or hunting guild hall than a tavern or street corner.
Unwavering Mind
When you join the College of Heroism at 3rd level, you learn that to inspire others in the face of adversity, you must be a stalwart bastion of courage. You are immune to the frightened and charmed conditions.
Dauntless Inspiration
Starting at 3rd level, you can weave notes and words into your song that resonate with those who have succumbed to the rigors of battle. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. You can end one condition afflicting it. The condition can be frightened, or charmed. Alternatively, if the creature is suffering from an effect that allows them to make a saving throw or ability check on their turn to end the effect, the creature can immediately make a saving throw or ability check against that effect, adding the expended inspiration die to the roll, if the effect requires the creature to use their action to make a roll they must use their reaction.
Song of the Changing Winds
At 6th level, you learn to weave the motifs of the legendary song passed down through the college of heroism into your own song to amplify the morale boost from a minor victory into a sweeping wave of valor that can turn the tides of battle. If you or an ally you can see within 60 feet has reduced an enemy to zero hit points or landed a critical hit on an enemy since your last turn, you can use your bonus action to grant all creatures of your choice within 60 feet of you advantage on all attack rolls and saving throws until the end of your next turn. A creature can only benefit from this feature once per short or long rest.
Unstoppable Will
Whenever you use your Dauntless Inspiration feature, you may instead end the following conditions: Blinded, Poisoned, Grappled, Restrained, Paralyzed, Stunned, or Incapacitated. Additionally, if a creature makes a saving throw due to the effects of Dauntless Inspiration and fails, you regain the spent use of Bardic Inspiration.
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