Base Class: Bard
Bards of the College of Command train hand in hand with the leaders of the military, often becoming officers themselves. Belting out rapid fire commands, to tactically command their troops they utilize a trumpet to swiftly relay orders to their allies, positioning them for victory. A battlebard of this college is quick witted and calm, perceptive and strong, they are able wade into the thick of battle, changing formations on a moments notice, reacting to the heated ever changing flow of battle.
Scared by combat they are trained and always ready for a fight, they gather their men to make their own stories of valor and bravery, one swing of the blade, one blast of the trumpet at a time.
Battle Proficieny
At 3rd level, you adopt a style of fighting as your specialty and two bonus proficiency. When dual wielding a one handed weapon in one hand and an instrument in the other, you may treat the instrument (Drum, horns, etc) as your focus for your spells provided you have proficiency in it. The instrument is also treated as half a shield raising your AC by 1.
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.
You gain proficiency in Medium Armor and proficiency in performance. If you already have proficiency in performance, you get expertise instead.
Combat Commands
Also at 3rd level, you learn how to use your instrument to quickly relay commands to your allies, helping better direct them on the field with your musical clarion. In place of your usual bardic Inspiration you may instead learn and utilize Commands. You may pick 3 to begin with then at Level 6, 10, 14 you may pick one additional command, and swap one existing command. Commands affect one ally and require a performance check to affect multiple. 10-15 affects one additional Ally, 15-20 affects another additional Ally, 20+ affects all Allies.
Blitzkrieg - Grants allies the option to Dash as a bonus action, as well as granting them a bonus to their attack equal to your Bardic Inspiration Die.
Charge - Grants allies Advantage on their next Athletics Check (Shove/grapple/Etc.) or their next Wisdom Save. Any allies currently affected by a Frightened affect are cleansed of it.
Counterattack - Grants allies an Attack of Opportunity as a reaction on a target that attacked them this turn.
Defend - Grants allies the option to parry as a reaction reducing the next melee attack that strikes them by your Bardic Inspiration Die.
Disengage - Allies are granted the option to Disengage as a bonus action and gain 15 feet of movement.
Feint - Allies that miss an attack this round, receive a bonus to their next attack using your Bardic Inspiration Die and gain a bonus of 1 AC.
Flank - You grant allies 10 additional feet of movement and Advantage to allies flanking and attacking the same target within 30 feet of you. If they already have Advantage you instead guarantee a hit that is not a crit.
Focused Attack - You command your allies to strike at a certain location in a formation or target within 60 feet of you. Each attack on the target before your next turn gains a bonus to the attack and damage roll increasing by 1, capping at your Charisma Modifier.
Guerrilla Tactics - Allies this round no longer provoke Attack of Opportunities from targets they attack this round, regardless if the attack lands or not.
Rally - Heals allies within a 30 Ft. Range for your Bardic Inspiration Die. This is increased a die for each charge of Bardic Inspiration used to fuel it. Allies affected by the heal, have Advantage on their next attack.
Stand your ground - If an attack would lower an ally to 0 hp or lower for the first time this round, they instead are dropped to 1 HP. Allies may take a dodge action as a bonus action this round. This command may affect a number of allies equal to your proficiency.
Turtle - Grants allies +1 AC if they take the dodge action. For each consecutive turn they continue to defend the AC bonus is increased by one capping at your Charisma Modifier. This command requires concentration and the bonus is lost the moment the ally stops defending to make another action/attack/bonus action.
Battlesong
At 6th level, you may as an action play a song with your instrument to rally and bolster your allies, while battering the spirit of your enemies. Within a 60 feet range, allies gain your Charisma Modifier as a bonus to their attack and damage, while enemies attacks are reduced by your your Charisma Modifier. This requires concentration and can be done once per short rest.
You may use a Charge of Bardic Inspiration to bolster the song and roll a performance check. On a Critical Fail, the effects are reversed and your enemies for the round gain a bonus to their attack and damage, while your allies receive a reduction to their attack. on a 9 or below the effects of the song are halved. On a roll of 10 to 15 the effects are increased by half. On a roll of 16 or greater double effects. On a Crit you reduce the damage enemies do as well. The bolstered song lasts for one round.
Superior Tactics
Starting at 14th level, you have advantage on your initiative and if you start combat with no charges of Bardic Inspiration you regain 2. Your commands now affect a minimum of two allies before a performance check.
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