Base Class: Bard
Bards of the College of Regality are experts in the craft of weaving songs during the heat of battle. Made famous by King Edward Chris von Muir of Damcyan, the song of a College of Regality Bard has been known to enhance the user and their allies to heights beyond the measure of normal spells. They are found at the forefront of many adventuring parties, travelling the land and sharing their strength with others who seek to rid the world of darkness.
(This subclass is inspired by the Bard job throughout the Final Fantasy series.)
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and one martial weapon of your choice.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Battle Music
At 3rd level, you learn to perform a type of music that strengthens you and your allies in battle.
As an action, you may begin playing a song by rolling one of your Bardic Inspiration die. The number rolled will carry an effect depending on the song you chose. Your song resonates in a 30 foot aura around you, and allies must begin their turn within the aura in order to gain the benefit of the song. While you are performing, follow the regular rules as if you were concentrating on a spell. You can spend an action and another Bardic Inspiration die to change which song you are playing. You gain new song options as you level up.
Mage's Ballad: You and all allies within range regain hit points equal to the number rolled on the Bardic Inspiration die at the start of your turn.
Wanderer's Minuet: You and all allies within range gain a bonus to movement speed equal to 5 times the number rolled on the Bardic Inspiration die (allies gain this benefit at the start of their turn. If this enhanced movement speed causes them to leave the song's aura, they may still gain the full extra movement benefit until the end of their current turn).
Army's Paean: You and all allies within range add the number rolled on the Bardic Inspiration die to all weapon attack rolls.
Guardian's Requiem (7th level): You and all allies within range can add the number rolled on the Bardic Inspiration die to any saving throw that you are not proficient with.
Warden's Forte (7th level): You and all allies within range can reduce any source of damage by the number rolled on the Bardic Inspiration die once per turn.
Hustler's Nocturne (14th level): You and all allies within range can cast any spell or cantrip that requires an action instead as a bonus action. You can use this effect for spells of a spell level equal to half the number rolled on the Bardic Inspiration die, rounded down. You still follow the normal rule of only being able to cast one leveled spell per turn.
Hero's Rime (14th level): You and all allies within range add half the number rolled on the Bardic Inspiration die, rounded down, to one ability score of your choice (each ally may choose a different ability).
Strengthened by Song
Starting at 6th level, when you are playing a song, you gain a bonus to your Armor Class and Constitution Saving Throws in order to maintain concentration on your song. This bonus is equal to your Charisma modifier.
Additionally, all allies within range of your song's aura have advantage against saving throws to resist being charmed or frightened.
Dynamic Performance
Starting at 14th level, whenever you begin to perform a song, you can play 2 songs at the same time. Additionally, whenever you begin performing a song, you may roll 2d6 and choose the higher value instead of expending a Bardic Inspiration die.
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