Bard
Base Class: Bard

The Collage of Marching is for those who don't want a direct role in the war, but still want to help in battle. Bards who choose this collage are trained with a War Drum and a Bugle.

Proficiency and Spell Casting Ability

Starting at 3rd level when you choose this collage you gain Proficiency in Medium Armor and Longswords; and your Spell Casting Ability is changed from Charisma to Dexterity.

The Music of War

Starting at 3rd level when you choose this collage you learn several Battle Rhythms, allowing you to passively aid your comrades in battle. During combat, you can choose to begin a Battle Rhythm, as long as you do not loose concentration or attack. Bugle calls are instantaneous but interrupt your rhythm.  [Note: You may only have one rhythm active at once AND you don't gain the bonuses from Battle Rhythms.]

Drum Rhythms:

Marching Rhythm:
A steady rhythm of purely quarter notes that get's one's feet moving.
Increases the Walking Speed of all allied creatures by 10ft.
Allies must be able to hear you to receive the bonus.

Fortifying Rhythm:
Solid, powerful beats to help your allies withstand even the most crushing of blows.
Increases the AC of all allied creatures by 2.
Gives 1d4 Temporary Hit Points to all allied creatures per round. (Can be stacked up to 10)
Allies must be able to hear you to receive the bonus.

Empowering Rhythm:
A fast-paced tempo with a mix of soft and hard drum-beats.
Increases the damage of all allied creatures. The increase is equal to your DEX modifier plus your Bard level.
Allies must be able to hear you to receive the bonus.


Resisting Rhythm:
A repeating of three quick beats.
Gives all allied creatures Advantage on all Saving Throws.
Allies must be able to hear you to receive the bonus.

 

Bugle Calls:

"Back on your feet you!"
Two long, loud soundings of the Bugle.
Stabilizes an allied creature and heals it 1 Hit Point.
Has a 3 round cooldown.

"That one is next!"
Three short, two-note bursts that slightly ascend in pitch.
Marks the a creature you can see, all allied creatures get Advantage on all Attack Roles against the creature and the critical hit threshold is lowered by 1. Additionally attacks gain 1d6 damage added to the attack.
The Mark lasts for 3 rounds and ends at the beginning of your turn on the appropriate round or if you Mark another creature. Marking the same creature resets the duration.
Has a 1 round cooldown.

"Get back into the fray already!"
Four semi-quick bursts.
Heals an allied creature you can see for d4(s) equal to half your Bard level rounded down.
Has a 1 round cooldown.

"To the the banner my comrades!"
A quick 'one-twoooooooooooo' from your bugle.
Creates an ethereal banner in a space you can see that lasts for 3 rounds or until it takes damage equal to 5 times your Bard level, any allied creatures within 20 ft of the banner gain 5 Temporary Hit Points at the beginning of their turn while inside the area.(Can't be stacked)
Has a 2 round cooldown that triggers once the banner disappears.

Extra Attack

Due to brief, slightly advanced training in hand-to-hand combat you can attack more swiftly.
Starting at 6th level you gain one extra attack per action.

The Chanting of the Battlefield

Starting at 14th level you can now chant wordless rhythms to go along with your drumming. These chants also require Concentration but can be concentrated on at the same time as Battle Rhythms at no penalty and you can attack without breaking concentration on your chant as long as you are not casting a spell. [Note: You cannot gain the bonus from your chants and Bugle Calls interrupt your chant. A single concentration save is made for both your Battle Rhythms and Rhythmic Chants.]


Rhythmic Chants:

Marching Chant
Increases walking speed of all allied creatures by 5 ft.
Allies must be able to hear to receive the bonus.
Cannot be used at the same time as Marching Rhythm.

Fortifying Chant 
Gives all allied creatures 2 Temporary Hit Points per round. (Can be stacked up to 6)
Allies must be able to hear you to receive the bonus.
Cannot be used at the same time as Fortifying Rhythm.

Empowering Chant
Gives all allied creatures bonus damage equal to DEX modifier plus your Proficiency Bonus.
Allies must be able to hear to receive the bonus.
Cannot be used at the same time as Empowering Rhythm.

Resisting Chant
Gives all allied creatures bonus to all saving throws equal to your Proficiency Bonus.
Allies must be able to hear you to receive the bonus.
Cannot be used at the same time as Resisting Rhythm.

Bolstering Resistance

Starting at 14th level you gain a new Bugle Call.

"Brace yourselves!"
Three notes that go from high to low to high again.
All allied creatures gain Resistance to one selected damage type. Lasts 3 rounds.
5 round cooldown.

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