Base Class: Bard
Some bards inspire others with a sense of beauty or whimsy, while others travel the land telling tales of legendary heroics. You are something quite different altogether: a natural-born leader, a voice of authority in the chaos and a source of strength in adversity. These charismatic leaders may not be the hero of legends, but one can always be found wherever great deeds are accomplished.
Instinct for Stewardship
3rd-level College of Leadership feature
You are always prepared to stand your ground, engaging in an exchange of blows or words. If you are unarmoured or wearing a pride silk outfit, you can add your charisma to your armour class.
Additionally, you gain expertise with Persuasion.
Call to Action
3rd-level College of Leadership feature
A bard inspires, but a leader bolsters those around them towards greatness. You can choose to grant bardic inspiration to two allies in range instead of just one. When you use this feature, your bardic inspiration is one step lower. Additionally, all creatures that receive your bardic inspiration gain temporary hit points equal to your charisma modifier.
Dice Scales: d12 > d10> d8 > d6 > d4 > 1
Galvanizing Speech
6th-level College of Leadership feature
Your might and presence is enough to start revolutions, settle crowds, and convince foes to lay down their weapons. Once per long rest, you can use your action to make a speech to sway the crowd in the direction you wish. All humanoids of your choice within 30 feet must a Charisma saving throw against your spell save DC. Additionally, you can instead speak for 1 minute and impose disadvantage on this saving throw. On a failure, each target is under one of the following effects:
Inspired. Your words move souls and change minds towards a greater purpose that you espouse. For at least 10 minutes, the targets are friendly to you and will act towards the goal or sentiment that you conveyed. For example, they might revolt against a lord that you denounced as corrupt or come to the aid of a person being unjustly treated. Additionally, for the duration of your influence on the targets, you have advantage on Charisma ability checks when interacting with the targets. Both effects end if you or your companions harm the targets in any way. Such speeches may also make you enemies, which the DM will discuss before any course of action is decided.
Terrify. Instil fear and challenge the morale of those who would stand against you. Until the end of your next turn and while they can see or hear you, the targets are under the frightened condition. On subsequent rounds, you can use your bonus action to extend for another round, up to 1 minute. Affected targets can repeat the save when you are dealt damage or effected by a harmful condition (such as frightened, charmed, or grappled).
Cry of Defiance
14th-level College of Leadership feature
Duty and responsibility propels you to draw upon your power to bolster your allies in times of need. When a creature within 60 feet of you fails a saving throw, you can use your reaction to grant them bardic inspiration for that save, potentially turning failure into success. You can use this reaction a number of times equal to your charisma modifier without expending a use of your bardic inspiration. You regain all uses of this feature at the end of a long rest.
Your use of this reaction does not benefit from the effects of the Call to Action feature.
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