Bard
Base Class: Bard

Bards of the College of Commanders are less musically inclined than their peers, instead weaving their magical spells through commands, chants and battle cries. On the battlefield they serve as fearless leaders and cunning tacticians, keeping their allies safe and their enemies on their toes. Their powerful voices can bring even the rowdiest of taverns to silence and are perfectly suited to be heard through the orchestra of screams, clanging swords and magical spells in times of conflict. Their commands aren’t heard, but felt - like a flowing stream of magic that enters one's body, pushing it to act.

Martial Training

Starting when you choose this College at 3rd level, you gain proficiency with medium armor, martial weapons and shields. You can now also use a weapon or shield as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Bardic Commands

Also at 3rd level, you’ve learnt how to use Bardic Commands, special commands you can issue to your allies during combat. As part of the bonus action you spend to give a creature Bardic Inspiration, you can choose to make it a Bardic Command instead. After doing so, the creature cannot roll the Bardic Inspiration die for its normal purposes and must spend it as a Bardic Command die. Your list of Bardic Commands are as follows:

Bardic Command: Maneuver. You issue an order for an ally to move to a more advantageous position. That creature can use its reaction to immediately move up to half its speed without provoking opportunity attacks, adding half of the number rolled on the Bardic Inspiration die to its AC until the end of its next turn (minimum of +1).

Bardic Command: Strike. You issue an order for an ally to strike at a nearby target. That creature can use its reaction to make a weapon attack against a creature within range, adding the number rolled on your Bardic Inspiration die to its damage roll.

Bardic Command: Rally. You rally an ally, bolstering their resolve. That creature gains temporary hit points equal to the number rolled on your Bardic Inspiration die + your Charisma modifier. Additionally, if your ally is currently under a condition they can save against, they can add your Charisma modifier to the next save they make against the condition.

Tactical Wit

At 6th level, your mind has grown sharp, making you faster to move than your enemies. You gain a bonus to your initiative rolls equal to your Charisma modifier and are considered proficient in Intelligence saving throws.

Expert Commander

At 14th level, your experience as a tactician and leader in dangerous times has refined your leadership skills and honed your mind. You gain the following features:

Squad Leader. Whenever you issue a Bardic Command to a creature, you can have it automatically affect an additional creature within 30 feet without having to spend another die. That creature does not roll its own die, and instead takes the same result as the first target.

Clear Orders. If a creature rolls a 1 or 2 on their Bardic Command die, they can choose to reroll it, but must take the new roll even if it’s another 1 or 2.

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