Bard
Base Class: Bard

You are a well-rounded tactician, augmenting your skill with sword and spell on the battlefield with clever teamwork.  You bolster your allies with your powerful presence and lead with insightful commands.

Superior Tactician

When you join the College of Command at 3rd level, you learn Commander's Strike from the list of combat maneuvers available to the Battle Master fighter subclass.  You also gain one additional maneuver of your choice from the same list.  You do not gain superiority dice; to use your combat maneuvers, you may instead spend inspiration dice as if they were superiority dice.  You can use only one maneuver per attack.

When you give a creature an inspiration die, you can name one of the maneuvers you know.  The creature can expend the inspiration die to use that maneuver.

You learn two additional maneuvers of your choice at 5th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Bait and Switch

When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

Brace

When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Strike

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Bonus Proficiency

You gain proficiency with medium armor.

You have a banner, a visibly striking emblem of allegiance to your patron, your fellows, or some other cause.  You choose the form your banner takes, but it always requires one hand to wield.  While you wield your banner, any creatures you choose within 60 feet of you that can see it have advantage on saving throws against being frightened.

You can use your banner as a spellcasting focus for your bard spells.

As an action, you can wave your banner to cast Bless as if from the highest level of spell slot you can use.  This does not expend a spell slot.  You cannot use this ability again until you complete a long rest.

Infectious Inspiration

When a creature within 60 feet of your banner adds one of your Bardic Inspiration dice to its ability check, attack roll, saving throw, or combat maneuver and the roll succeeds, you can use your reaction to encourage a different creature within 60 feet (other than yourself) that can hear you and see your banner, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Stand the Fallen

Any time a creature within 60 feet of your banner rolls a successful death saving throw, you can allow it to expend a hit die to regain hit points as if it had rolled a natural 20.

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