Bard
Base Class: Bard

The College of War Song is home to some of the most well known warrior musicians of all time. The College began with the intent to teach experienced soldiers how to wield magic. However, as different kinds joined its ranks, it quickly evolved into a society of bards who could help keep the rhythm of soldiers in tune with each other in battle. The bards of the College of War Song are held in high regard and widely celebrated as crucial members of the military. They are known to play vital roles in battle, often keeping the fears of every soldier at bay and the synergy of platoons in check.

As trained members of the military, College of War Song bards are equipped with the skills to defend themselves, being proficient in blades, bows, and even martial arts. They always have a keen awareness of the battlefield and can gauge soldiers emotions and feelings in seconds, changing their songs on the fly to keep morale high and improving combat efficiency. Their songs inspire courage in their allies and fear in their enemies. 

Most College of War Song bards find employment and opportunities in military occupations. The occasional War Song bard, however, might find adventuring more lucrative. Whatever the case, whatever the battlefield, a College of War Song bard finds themselves most comfortable playing an empowering song against a steadfast foe.

War Bard Deftness

Beginning at 3rd level, you gain proficiency with medium armor, a tool of your choice, and a martial weapon of your choice.

Empathetic Observance

Starting at 3rd level, you have gained the ability to read and gauge the emotions of your allies and your foes. You can use your CHA modifier for Insight checks when trying to decipher the morale and spirits of your allies and enemies.

Circular Cadence

Starting at 3rd level, you begin to play a consistent and rhythmic tune that gives some order to the chaos of battle. You can expend 1 Bardic Inspiration die to channel your music and create a circle that extends 15 ft and moves with you as its center. You must use your bonus action to keep Circular Cadence going. You gain effects for this ability as you level up. For 1 minute, you and allies who start their turn in the circle gain the benefits of the effect. If your allies leave the circle, they lose the benefits and cannot regain them. 

Starting effect: Energizing Vitality. Gain 1d6 + caster's CHA (minimum of 1) temporary hit points.

The following is available at 6th level: Soothed Soul. Choose one of the following: Frightened, Stunned, Charmed, or Blinded. Creatures gain advantage on saving throws against the selected condition. 

The following is available at 14th level: Untapped Potential. Can add half of a bardic inspiration die roll to a single roll per turn. This does not take a use of your bardic inspiration.

Distorted Symphony

At 6th level, whilst using Circular Cadence, you create an illusion that distorts the sound of your music and the images of those within the circle. As an action, hostile creatures that start their turns within Circular cadence must make a Wisdom saving throw. On a failed save, they are Frightened and take 13 (3d8) psychic damage. On a success, the creature sees through the illusion and does not take the damage. Creatures who succeed are immune to the effects of Distorted Symphony for 24 hours. Frightened enemies can remake the saving throw at the end of each of their turns. You can use this a number of times equal to your proficiency bonus. All charges reset upon taking a long rest.

War Song

Starting at 14th level, you have realized your full potential on the battlefield. As an action, you can begin playing your War Song.
War Song
Every creature within 60 feet of you must make a CHA saving throw. Creatures can choose to fail the saving throw. Different effects happen for allied and enemy creatures. The following happens for 1 minute on a failed saving throw. Those who want to break out of the effect can make another saving throw at the end of each of your turns. During this time, the radius of Circular Cadence is increased to 30 feet. 

Allied Creatures. Gain 15 ft of movement and advantage on attacks against enemy creatures who failed the saving throw.
Enemy Creatures. Walking speed is halved and disadvantage on attacks against allies who failed the saving throw.

Once you use this feature, you cannot do so again until you finish a long rest.

 

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