Bard
Base Class: Bard

Whether it's because the Commander Bard was born mute or simply without talent, they were never the one to volunteer to speak in front of a crowd or fill in for that missing band member. Nonetheless, their unyielding courage and mental fortitude has served them well in the past, and they find that they are able to share this conviction with others on the battlefield. 

Commanding Inspiration

You can share your natural inspiration to others through touch. To do so, you use a bonus action on your turn to choose one creature other than yourself that you are able to touch. That creature gains one Commanding Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commanding Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commanding Inspiration die is rolled, it is lost. A creature can have only one Commanding Inspiration die at a time.

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

Your Commanding Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Battlefield Maneuverability

Beginning at 2nd level, the Commander Bard has an easier time maneuvering around the battlefield in order to inspire his allies. Whenever the Commander Bard uses the Dash action, if he ends that action adjacent to an ally then he may use his Commanding Inspiration on that ally for free as part of that action. In addition, the Commander Bard gains the following bonuses as he levels up: 

At 7th level, the Commander Bard has gained so much experience in battle that he is able to recognize disadvantageous battlefield conditions that he has seen before. Whenever the Commander Bard uses the Dash action he may ignore difficult terrain that he has experience with for the duration of that action. 

At 12th level, the Commander Bard becomes skilled at tracking the movements of his enemies and can greater use his speed to his advantage. Whenever the Commander Bard uses the Dash action, all enemies that he is aware of gain disadvantage on attack rolls against him until the start of his next turn. 

At 17th level, the Commander Bard becomes so swift on the battlefield that he can run from ally to ally with almost no impedance. The Commander Bard can choose to use the Dash action instead of his Movement if using that Dash action would end with him adjacent to an ally. This extra Dash action does not impede the normal action he would take during his turn, and is otherwise equivalent to the normal Dash action; including all other bonuses gained by this class feature. 

Yuumi Ult

FILL