Bard
Base Class: Bard
Bards of the College of War are not entertainers or courtiers; they are commanders, historians, and strategists. Founded in the martial kingdom of Cormyr, the College of War traces its lineage to the alliance between the nation’s War Wizards and its greatest generals. While the War Wizards study the arcane science of battle, the College of War teaches the art of command — how to channel presence, voice, and magical will to lead others to victory.
 
Students of this college pour over the histories and tactics of great battles, studying the triumphs and tragedies of ages past. From these lessons, they craft chants, marches, and battle orders designed to rouse courage, impose discipline, and confuse or terrify their foes. Their battlefield performances are not songs of beauty, but rhythmic orders, rallying cries, and magical exhortations that seize the hearts of those who hear them.
 
Bards of the College of War are effective leaders and trusted companions, yet their overwhelming presence often inspires a mixture of awe and fear. Their confidence is unshakable, their will absolute — a commanding voice that cuts through the chaos of combat like a clarion call.
 
Those who have stood beside such a bard say that their very presence can turn the tide of battleripping victory from the jaws of defeat through sheer force of personality and magic.
 
 

College of War in Cormyr

 
“A sharp blade cuts once. A sharp mind wins wars.”— Marshal Aric Vaerlen, Bard of the College of War
 
Founded in the aftermath of Cormyr’s many border conflicts, the College of War arose from an alliance between the War Wizards, the Purple Dragon Knights, and the crown’s scholars of history. Recognizing that victory on the battlefield demanded not only spell and steel, but also leadership, morale, and unity, the royal court sanctioned a new bardic tradition devoted to the art of command.
 

Origins and Purpose

The College began as a joint initiative between Vangerdahast, Cormyr’s legendary Royal Magician, and a cadre of battlefield historians. These bards studied the nation’s greatest victories and bitter defeats, chronicling tactics, speeches, and songs that stirred soldiers’ hearts. Over time, their research evolved into a doctrine — a codified method of using voice, presence, and arcane rhythm to inspire disciplined courage.
While the War Wizards provide arcane might and the Purple Dragons supply martial strength, the College of War ensures both move as one — the mind and heart of Cormyr’s armies.
 

Relations with the War Wizards

Though not formally part of the War Wizards’ ranks, the College of War shares an uneasy kinship with them. Both trace their roots to the royal academies of Suzail, and both claim to be the intellectual heirs of Cormyr’s strategic tradition.
The War Wizards respect the College’s results but sometimes view its members as theatrical amateurs meddling in military matters. Conversely, the bards see the War Wizards as too cold and detached, forgetting that soldiers fight for people, not plans. In truth, the two institutions rely on one another — wizards to command the magic of war, and bards to command the hearts of those who wield it.
 

Relations with the Purple Dragon Knights

Among the Purple Dragons, bards of the College of War are held in high regard. Many serve as field captains, heralds, or morale officers, coordinating squads through booming command-words and rhythmic chants that synchronize troops as if they shared one heartbeat.
To the soldiers, a College of War bard is a symbol of the crown’s faith — a leader whose very voice carries royal authority. Some Purple Dragon companies even march to the cadence of their bard’s spells, believing the rhythm brings the favor of the gods and the memory of Cormyr’s fallen heroes.
 

Role in the Royal Army

Within the royal military, the College of War is officially recognized as a supporting corps of battlefield commanders and historians. Cadets from the college train alongside squires and junior officers, learning tactics, logistics, and the use of magic as a tool of morale.
During wartime, a bard of this college might:
  • Lead a company as a tactical officer, issuing magical rallying orders mid-battle.
  • Serve as a royal historian, recording the outcomes of engagements for the crown.
  • Act as a liaison between the War Wizards and Purple Dragons, translating magical strategy into military execution.
Outside of war, they often serve as diplomatic envoys or teachers of rhetoric, ensuring Cormyr’s noble heirs understand that victory is as much about unity as it is about strength.

Level 3: Battlefield Presence

Your commanding aura and mastery of battlefield psychology allow you to resist fear and hesitation — and to turn your enemies’ minds against them. You have learned that true power lies in command of the spirit, whether your own or another’s.

You always have the Charm Person and Mirror Image spells prepared.

In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this benefit, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).

Level 3: Rallying Command

At 3rd level, your mastery of battlefield leadership allows you to rally allies with nothing more than your voice and bearing, inspired by your tactical clarity, disciplined fearlessness, and the shared will to endure.  As a bonus action, you can spend a use of Bardic Inspiration to issue a rallying command — a word, gesture, or chant that fortifies your allies’ courage and resolve.

As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

Level 6: Tactical Command

Your voice becomes a weapon sharper than any blade, and your presence dominates the battlefield. Through the disciplined cadence of military command — honed by study, history, and sheer force of personality — you can bend the wills of others through authority, conviction, and tactical precision.

You always have the Command spell prepared.

As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.

Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Tactical Command

Your voice becomes a weapon sharper than any blade, and your presence dominates the battlefield. Through the disciplined cadence of military command — honed by study, history, and sheer force of personality — you can bend the wills of others through authority, conviction, and tactical precision.

You always have the Command spell prepared.

As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.

Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Level 14: Unbreakable Majesty

At 14th level, you have achieved such legendary command presence that few dare oppose you. You exude an aura of indomitable confidence and regal bearing — the poise of a commander who expects obedience and victory.  In battle, your enemies falter under your gaze, and your allies find their courage rekindled merely by your stance.

As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.

Once you assume this majestic presence, you can’t do so again until you finish a Short or Long Rest.

Special note: The College of War subclass is a re-flavoring only of the College of Glamour, and makes not mechanical changes.

 

College Of War Image

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