Base Class: Bard
Bards of the college of combat have learned to turn the very sounds of battle, good or bad, into their power to wield.
Bonus Proficiencies
When you join the College of Combat at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
If you’re proficient with a simple or martial weapon, you can use it as a spellcasting focus for your bard spells.
In addition, the spell Hunter's Mark is considered a bard spell and added to the bard spell list for you.
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Rhythmic Response
Beginning when you join the College of Combat at 3rd level, you gain the ability to respond to those who strike you in combat.
When you are struck by an attack, as a reaction, if the attacker is within 60 feet of you, you may spend one of your Bardic Inspiration charges to respond to the attacker in one of the following ways based on the damage dealt by the attack. You choose which retaliation is used if the attack had multiple damage types.
Bludgeoning:
You reverberate the bass of the strike back at the attacker causing them to make a Strength saving throw against your spell save DC. On a successful save, the target is knocked up to 10 feet directly away from you, and knocked Prone and up to 10 feet directly away from you on a failed one. If a target fails this save during their attack action, it ends their attack action even if they could have made multiple attacks during the action.
Slashing:
You lacerate the target with a lash of words, forcing the attacker to make a Charisma saving throw against your spell save DC. On a successful save you have advantage against on your next attack against the target. On a failed save you also deal slashing damage to the target equal to the number rolled on your Bardic Inspiration die + your charisma modifier.
Piercing:
You let out a screeching howl forcing the attacker to make a Constitution saving throw against your spell save DC. On a successful save, until the end of the target's next turn they have disadvantage on all ability checks. On a failed save you also deal piercing damage to the target equal to the number rolled on your Bardic Inspiration die + your charisma modifier.
Acid:
You let out a grotesque sound of melting flesh forcing the attacker to make a Wisdom saving throw against your spell save DC. On a successful save, until the end of the target's next turn they are Frightened. On a failed save the target must spend all available movement to run directly away from you until the end of their next turn.
Cold:
You clatter your teeth with chills forcing the attacker to make a Constitution saving throw against your spell save DC. On a successful save, until the end of the target's turn (or next turn if it is currently not their turn) their movement is reduced to 0. On a failed save the target is Restrained until the end of their turn (or next turn if it is currently not their turn).
Fire:
You spit fire at the attacker forcing them to make a Dexterity saving throw against your spell save DC. On a successful save, the target takes fire damage equal to the number rolled on their Bardic Inspiration die. On a failed save the target is lit on fire. Until a creature spends an action to douse the fire the target takes 1d10 of fire damage at the beginning of each of it's turns.
Force:
You reverberate the bass of the strike back at the attacker causing them to make a Strength saving throw against your spell save DC. On a successful save, the target is knocked up to 10 feet directly away from you, and knocked Prone and up to 10 feet directly away from you on a failed one. If a target fails this save during their attack action, it ends their attack action even if they could have made multiple attacks during the action.
Lightning:
You electrically charge yourself for your next turn. On your next turn you gain the beneficial effects of the Haste. The spell ends at the end of that turn and does not require concentration. When the spell effects would end you do not suffer the detriments detailed at the end of the spell description.
Necrotic:
The screams of the dead fill the ears of enemies around you. Each creature you choose within 10 feet of you must make an Wisdom saving throw against your spell save DC. On a successful save, targets have disadvantage on their next attack until the end of their next turn. On an unsuccessful save targets are Frightened.
Poison:
You rebuttal with poisonous intent forcing the attacker to make a Dexterity saving throw against your spell save DC. On a successful save, the target is Poisoned until the end of their next turn. On a failed save, the target takes poison damage equal to the number rolled on your Bardic Inspiration die + your charisma modifier.
Psychic:
You recreate the sound from your head out loud forcing each creature within 10 feet of you to make an Intelligence saving throw against your spell save DC. On a successful save, attacks made by the target are made at disadvantage until the end of their turn (or next turn if this is done not on their turn). On a failed save, attacks against affected targets are made with advantage until the end of their turn (or next turn if this is done not on their turn).
Radiant:
You respond with words that shake with divine radiance forcing the target to make a Constitution saving throw against your spell save DC. On a successful save, the target has disadvantage on attack rolls until the end of its turn (or next turn if affected by this not during their turn). On a failed save, the target is Blinded until the end of its next turn.
Thunder:
You relish in the thunderous roar, healing yourself and gaining temporary hit points equal to the number rolled on your Bardic Inspiration die.
Self-Inspired
Beginning at 6th level, you can choose to inspire yourself with the Bardic Inspiration class feature. If you choose to inspire yourself this way you can use an inspiration die to increase your attack rolls (before or after the roll but before you know if the attack succeeds or fails), or to increase your damage rolls.
In addition, you gain a number of charges of Bardic Inspiration equal to your proficiency bonus.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Echoes of Battle
Beginning at 14th level, when you use your Rhythmic Response class feature, you empower your upcoming strikes. Until the end of your next turn after using your Rhythmic Response class feature, you may have your weapon damage become the damage type you responded to and is increased by a Bardic Inspiration die.
In addition, you can now use your Rhythmic Response class feature when an ally within 30 feet of you is struck if they are struck with anything other than psychic damage.
Previous Versions
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5/12/2021 2:58:42 AM
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