Bard
Base Class: Bard

All bards aim to inspire those around them through their art, to some degree. The bards of the College of Martial Cadency, however, eschew the art and focus on military tunes designed solely to inspire their allies or demoralize their enemies. They even manage to partake in the battle themselves as skilled warriors

Bonus Proficiency

When you join the College of Martial Cadency at 3rd level, you gain proficiency with medium armor and martial weapons. In addition, you can use a melee weapon as a spellcasting focus for your bard spells

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Defense

Defense. While you are wearing armor, you gain a +1 bonus to AC

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Martial Music

Also at 3rd level, you learn to play certain martial tunes. A tune is activated by expending a Bardic Inspiration die as an action. A tune can end early if you are incapacitated, or if you drop unconscious, or die. Tunes affect you and allies within 60 feet of you that can hear you.

Charge.This inspiring tune rouses your allies to action. As a reaction, an affected creature can move in a straight line toward a hostile creature it can see. A creature can move a number of feet up to 5 times the number rolled on the Bardic Inspiration die in this manner.

Retreat. This is a tune of urgency, filling you and your allies with adrenaline. An affected creature can use its reaction to take the Dodge action and move a number of feet up to 5 times the number rolled on the Bardic Inspiration die in this manner. When using its reaction in this manner, a creature must end its move further away from each hostile creature it can see.

Sick Call. This tune magically enhances diagnostic skills. For 1 hour, affected creatures have advantage on Wisdom (Medicine) checks. If you play this tune during a short rest, creatures that benefit from your Song of Rest feature regain additional hit points equal to the number rolled with your Bardic Inspiration die. 

Unity. You play a unifying tune that magically tethers you to your allies. Affected creatures have advantage on saving throws against spells until the end of your next turn. However, if an affected creature fails its saving throw against a spell, you suffer the same effects as the target of the spell without making a saving throw, and the tune ends.

 

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Song of Rapidity

Also beginning at 6th level, you can expend a spell slot to gain a bonus to an initiative roll equal to three times the level of the spell slot expended (no action required). You can do so after seeing the original roll, but before the first turn in initiative happens.

Martial Conductor

Starting at 14th level, you can use your martial tunes by expending a Bardic Inspiration die as a bonus action.

Song of Unyielding

At 14th level, you learn to play a tune of unyielding victory. By expending a spell slot as a reaction when a friendly creature within 60 feet of you that can hear you is reduced to 0 hit points, it regains a number of hit points equal to five times the spell slot expended. Once you use this feature, you must finish a short or long rest before you can use it again

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