Base Class: Bard
Bards of the College of War have learned to develop their voice into a tool and a weapon. Not sitting idly in the back holding a musical instrument, they are on the front lines shouting out war cries to bolster their allies and instill fear and pain in their enemies. Bards of this college are not entertainers by nature, but rather the rally cry of war.
Bonus Proficiencies
When you join the College of War at 3rd level, you gain proficiency with medium armor as well as great weapons.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
You also gain proficiency with drums.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Unarmored Defense
Starting at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
War Chants
Starting at 3rd level, your deep and harmonic war chants and dances may be used to inspire your allies or demoralize your enemies. Using your bardic inspiration die, you may use your war chants. At 3rd level you may choose 1 war chants. At 7th, 11th, and 15th level you may choose 1 more.
Booming Chant
Your voice even has the power to inflict damage. You may spend one bardic die and one enemy within a 30 foot line must make a Wisdom saving throw. On a failed save, they take phycic damage equal to 1d4 plus your Charisma bonus or half as much on a failed save. This becomes 1d6 at level 7, 1d8 at level 11, and 1d10 at level 15.
Focused Chant
Drawing from your inspiring chant, you may spend one bardic die and one ally within 30 feet of you may gain advantage on their next attack roll.
Forceful Chant
The power of your voice is so powerful, it can stun those before you. You may spend one bardic die to have all enemies in a cone up to 30 feet in front of you make a Constitution saving throw. On a failed save, they are stunned until the end of their next turn. On a successful save, they have advantage against you until the end of their next turn.
Rally Chant
With this chant, you may spend two of your bardic die to rally your allies within 30 feet of you. All allies withing 30 feet of you gain +1 to AC and +1 to attack rolls.
Taunting Chant
Your voice irritates and confounds your enemies. You may spend one bardic die and an enemy that you choose up to 30 feet must make a Wisdom saving throw. On their next turn, they will attempt to attack you. If they fail, that attack will be at a disadvantage. If they succeed, they gain advantage.
War Cry Chant
Your voice booms before you, empowering your own strikes. You may spend one bardic die to increase your next melee weapon attack roll by +2. You must use this chant before your make your attack action.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Chant of Confidence
Starting at 14th level, you can as a bonus action, till the beginning of your next turn, spend one bardic inspiration die to give yourself advantage on your next attack.
Previous Versions
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