Bard
Base Class: Bard

Bards of the College of Command study the history and tactics of great battles of the past and use this for inspiration in their marches, orders, and chants on the battlefield.

Level 3: I Know What I'm Doing!

Gain the following benefits:

Martial Training: You gain proficiency with Martial weapons and training with Medium armor and Shields.

Martial Focus: You can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.

Weapon Mastery: Choose one kind of Simple or Martial weapon, you gain the Mastery property of that weapon. Whenever you finish a Long Rest, you can practice weapon drills and change your chosen weapon.

 

Antimatter Rifle (Sap)

Your training with weapons allows you to use the mastery property of Antimatter Rifles:

Sap. If you hit a creature with an Antimatter Rifle, that creature has Disadvantage on its next attack roll before the start of your next turn.

Automatic Rifle (Slow)

Your training with weapons allows you to use the mastery property of Automatic Rifles:

Slow. If you hit a creature with an Automatic Rifle and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Battleaxe (Topple)

Your training with weapons allows you to use the mastery property of Battleaxes:

Topple. If you hit a creature with a Battleaxe, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Blowgun (Vex)

Your training with weapons allows you to use the mastery property of Blowguns:

Vex. If you hit a creature with a Blowgun and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Club (Slow)

Your training with weapons allows you to use the mastery property of Clubs:

Slow. If you hit a creature with a Club and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Dagger (Nick)

Your training with weapons allows you to use the mastery property of Daggers:

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Dart (Vex)

Your training with weapons allows you to use the mastery property of Darts:

Vex. If you hit a creature with a Dart and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Flail (Sap)

Your training with weapons allows you to use the mastery property of Flails:

Sap. If you hit a creature with a Flail, that creature has Disadvantage on its next attack roll before the start of your next turn.

Glaive (Graze)

Your training with weapons allows you to use the mastery property of Glaives:

Graze. If your attack roll with a Glaive misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the Glaive, and the damage can be increased only by increasing the ability modifier.

Greataxe (Cleave)

Your training with weapons allows you to use the mastery property of Greataxes:

Cleave. If you hit a creature with a melee attack roll using a Greataxe, you can make a melee attack roll with the Greataxe against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the Greataxe’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Greatclub (Push)

Your training with weapons allows you to use the mastery property of Greatclubs:

Push. If you hit a creature with Greatclub, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Greatsword (Graze)

Your training with weapons allows you to use the mastery property of Greatswords:

Graze. If your attack roll with a Greatsword misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the Greatsword, and the damage can be increased only by increasing the ability modifier.

Halberd (Cleave)

Your training with weapons allows you to use the mastery property of Halberds:

Cleave. If you hit a creature with a melee attack roll using a Halberd, you can make a melee attack roll with the Halberd against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the Halberd’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Hand Crossbow (Vex)

Your training with weapons allows you to use the mastery property of Hand Crossbows:

Vex. If you hit a creature with a Hand Crossbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Handaxe (Vex)

Your training with weapons allows you to use the mastery property of Handaxes:

Vex. If you hit a creature with a Handaxe and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Heavy Crossbow (Push)

Your training with weapons allows you to use the mastery property of Heavy Crossbows:

Push. If you hit a creature with Heavy Crossbow, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Hunting Rifle (Slow)

Your training with weapons allows you to use the mastery property of Hunting Rifles:

Slow. If you hit a creature with a Hunting Rifle and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Javelin (Slow)

Your training with weapons allows you to use the mastery property of Javelins:

Slow. If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Lance (Topple)

Your training with weapons allows you to use the mastery property of Lances:

Topple. If you hit a creature with a Lance, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Laser Pistol (Vex)

Your training with weapons allows you to use the mastery property of Laser Pistols:

Vex. If you hit a creature with a Laser Pistol and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Laser Rifle (Slow)

Your training with weapons allows you to use the mastery property of Laser Rifles:

Slow. If you hit a creature with a Laser Rifle and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Light Crossbow (Slow)

Your training with weapons allows you to use the mastery property of Light Crossbows:

Slow. If you hit a creature with a Light Crossbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Light Hammer (Nick)

Your training with weapons allows you to use the mastery property of Light Hammers:

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Longbow (Slow)

Your training with weapons allows you to use the mastery property of Longbows:

Slow. If you hit a creature with a Longbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Longsword (Sap)

Your training with weapons allows you to use the mastery property of Longswords:

Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Mace (Sap)

Your training with weapons allows you to use the mastery property of Maces:

Sap. If you hit a creature with a Mace, that creature has Disadvantage on its next attack roll before the start of your next turn.

Maul (Topple)

Your training with weapons allows you to use the mastery property of Mauls:

Topple. If you hit a creature with a Maul, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Morningstar (Sap)

Your training with weapons allows you to use the mastery property of Morningstars:

Sap. If you hit a creature with a Morningstar, that creature has Disadvantage on its next attack roll before the start of your next turn.

Musket (Slow)

Your training with weapons allows you to use the mastery property of Muskets:

Slow. If you hit a creature with a Musket and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Pike (Push)

Your training with weapons allows you to use the mastery property of Pikes:

Push. If you hit a creature with Pike, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Pistol (Vex)

Your training with weapons allows you to use the mastery property of Pistols:

Vex. If you hit a creature with a Pistol and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Quarterstaff (Topple)

Your training with weapons allows you to use the mastery property of Quarterstaffs:

Topple. If you hit a creature with a Quarterstaff, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Rapier (Vex)

Your training with weapons allows you to use the mastery property of Rapiers:

Vex. If you hit a creature with a Rapier and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Revolver (Sap)

Your training with weapons allows you to use the mastery property of Revolvers:

Sap. If you hit a creature with a Revolver, that creature has Disadvantage on its next attack roll before the start of your next turn.

Scimitar (Nick)

Your training with weapons allows you to use the mastery property of Scimitars:

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Semiautomatic Pistol (Vex)

Your training with weapons allows you to use the mastery property of Semiautomatic Pistols:

Vex. If you hit a creature with a Semiautomatic Pistol and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Shortbow (Vex)

Your training with weapons allows you to use the mastery property of Shortbows:

Vex. If you hit a creature with a Shortbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Shortsword (Vex)

Your training with weapons allows you to use the mastery property of Shortswords:

Vex. If you hit a creature with a Shortsword and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Shotgun (Push)

Your training with weapons allows you to use the mastery property of Shotguns:

Push. If you hit a creature with a Shotgun, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sickle (Nick)

Your training with weapons allows you to use the mastery property of Sickles:

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Sling (Slow)

Your training with weapons allows you to use the mastery property of Slings:

Slow. If you hit a creature with a Sling and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Spear (Sap)

Your training with weapons allows you to use the mastery property of Spears:

Sap. If you hit a creature with a Spear, that creature has Disadvantage on its next attack roll before the start of your next turn.

Trident (Topple)

Your training with weapons allows you to use the mastery property of Tridents:

Topple. If you hit a creature with a Trident, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

War Pick (Sap)

Your training with weapons allows you to use the mastery property of War Picks:

Sap. If you hit a creature with a War Pick, that creature has Disadvantage on its next attack roll before the start of your next turn.

Warhammer (Push)

Your training with weapons allows you to use the mastery property of Warhammers:

Push. If you hit a creature with Warhammer, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Whip (Slow)

Your training with weapons allows you to use the mastery property of Whips:

Slow. If you hit a creature with a Whip and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Attack!

When you take the Attack action on your turn, in place of making an attack, you can to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn.

A friendly creature can only gain one additional attack from this feature per round from this feature, and any unused additional attacks are lost at the start of your next turn.

Orders!

You gain the following benefits:

Martial Orders: You gain the ability to spend Bardic Inspiration die on the following special martial actions:

Rally! As a bonus action you can spend an Inspiration die to rally your allies. Choose a creature you can see within 60ft of you, the next time an ally hits that creature before the start of your next turn they can add your Inspiration die to the damage of the attack. The ally also gains temporary hit points equal to the amount rolled on the Inspiration Die.

Move! As a bonus action you can spend an Inspiration die to guide your allies. Choose an ally you can see within 60ft of you that can hear you, that ally can use its reaction to move up to its movement speed (up to a maximum of 30ft) without provoking opportunity attacks. The ally also gains temporary hit points equal to an amount rolled on the Inspiration Die.

Dodge! As a reaction you can spend an Inspiration die to protect your allies. When an ally is damaged you can use your reaction to reduce the damage equal to an amount rolled on the Inspiration die. The ally can then move 5ft without provoking opportunity attacks.

(Think!) Once per turn as a free action you can spend a spell slot to regain a number of expended Bardic Inspiration die equal to the level of the spell slot used.

Attack Again!

You gain the following benefits:

Extra Attack: You can attack twice instead of once whenever you take the Attack action on your turn.

Extra Attack! You can use Attack! in place of either or both attacks.

No One Left Behind!

When an ally within range equal to your movement is able to make a Saving Throw against an affect, you can use your reaction to move towards the ally. During this movement you gain resistance to all damage. If you end the movement within 5ft of the ally then gain advantage on the Saving Throw and gains 1d8 temporary hit points for each opportunity attack made against you during the movement.  

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