Bard
Base Class: Bard

Bards of the College of Prefects have a role to maintain the morale of their peers and subordinates. They inspire loyalty and fear in equal amounts, and the devotion they demand of rank-and-file warriors is rewarded with the enhancements of bardic magic. Prefects must have absolute faith in their magic. They must display the proper levels of sincere totalitarian idealism. They must be able to fight as well as any duelist while fulfilling the conflicting roles of merciless taskmaster and inspiring hero with equal ease. Under the steely gaze of such a Bard, other adventurers are inspired to deeds they never believed possible. In extremis, a Prefect must be prepared to punish wavering fighters or incompetent spellcasters without a moment's remorse; few things enforce discipline better than a malcontent or coward bearing injury for their failings, and this message is all the stronger when a psychic attack batters an adventurer's wits before his horrified comrades in a show of magic. Such an unflinching display of a Prefect's authority ensures that the first adventurer who tries to flee from battle is invariably the last.

Bonus Proficiencies

When you join the College of Prefects at 3rd level, you gain proficiency with medium armor and martial weapons.

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 more than once, even if something in the game lets you choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Summary Discipline

Beginning at 3rd level when you select the College of Prefects, you can use your reaction to grant an ally bardic inspiration if they fail an ability check, attack roll or saving throw. They must immediately use the inspiration die on the roll they just failed, but take psychic damage equal to the number they rolled on the die, regardless of whether the new roll succeeded or not. In addition, this feature may be used to remove the charmed and frightened conditions. At 10th level you can also remove the stunned condition.

Extra Attack

At 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Authority

At 14th level your mere presence inspires or fears those around you. Allies within 10 feet of you have a bonus to saving throws equal to your Charisma modifier, and enemies have a penalty to saving throws equal to your Charisma modifier, unless they are immune to being charmed or frightened.

College Of Prefects Image

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