Base Class: Bard
Bards who've studied within the College of Tactical Command excel in directing and inspiring their allies, aiding them in reaching previously undreamed of martial prowess and domination on the battlefield.
Bonus Proficiencies
When you join the College of Tactical Command at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Tactical Specialist
Tactical Die
You have a base number of Tactical Die equal to your charisma modifier. These replace the bardic inspiration dice typically associated with the Bard class. You gain one additional Tactical Die at 3rd level, and another at 6th, 9th, and 12th level. Additionally, your Tactical Die change when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Tactical Commander
At 3rd level, you learn three tactical commands of your choice with which to command your allies. It requires expenditure of one Tactical Die to give a command, and you may not give more than one command per turn. You may expend a Tactical Die as your action, bonus action, or reaction. However, some tactical commands can only be given at specific times, as detailed in their descriptions.
You learn one additional tactical command of your choice at 4th, 5th, 7th, 9th, 11th, 13th, and 15th level. You may also learn new tactical commands at any time, given that there is a justification within the context of the story. (e.g.: You speak to a veteran soldier, general, pirate captain, city watch commander, king, etc. and through roleplay inquire as to battle techniques they may be willing to teach you). However, you must still swap out one known command in order to make room for the newly learned one.
Focus Troops
Using either an action or bonus action, you attempt to assist an ally who is currently under to psychological influence of a hostile creature. Choose an ally who is under the effects of a spell such as Charm Person, Dominate Person, Enthrall, etc. That creature may then immediately make the saving throw associated with the spell, rolling the Tactical Die and adding the result to the total.
Focus Troops +
Now, when your ally makes the saving throw to end a spell's effect on them, they make the roll with advantage and add the result of the Tactical Die to both rolls.
Forcefield of Personality
As an action, you can expend a Tactical Die to grant every ally who can see or hear you +2 AC against spell attacks. The bonus lasts until the end of the combat scenario, or until the first time they are hit by an spell attack wherein the bonus is consumed. This bonus does not stack if this Tactical Command is issued more than once to an ally.
Healthy Morale
As a bonus action, you may expend one Tactical Die to grant an ally healing equal to 1d6 + your CHA modifier. If the ally already has full health, or requires only some of the granted hit points to reach full health, they are awarded the remainder as temporary hit points.
Healthy Morale +
Now, when you use this tactical command heal an ally they may choose to expend up to half of their own hit die to heal themselves in addition to the (1d6 + CHA modifier) previously given. This does not cost the ally their action, bonus action, or reaction. However, any hit die the ally uses are considered spent and will not be available to them during their next short rest.
Healthy Morale ++
You've become legendary for your ability to boost morale in the midst of a battle and turn a defeat into a victory. Now, instead of granting healing to a single ally, you can give the same healing benefits to two separate allies, who both heal (one Tactical Die + your CHA modifier) and may expend as many of their own hit die as they wish
Heroic Inspiration
As a reaction, when an ally you can see drops to 0 hit points, you can expend one Tactical Die to cause them to drop to 1 hp instead.
Heroic Surge
As a reaction, when an ally you can see makes a successful melee or ranged attack on an enemy creature you can see, you may expend one Tactical Die to grant that ally an additional attack which must be made immediately and upon the same enemy creature. The additional attack can be a spell only if it is a cantrip that requires an attack roll.
Heroic Surge+
Now, when you expend a Tactical Die to issue this command, you may continue to expend as many Tactical Die as you like repeatedly on this same command. The command must be issued continually to the same ally, and if the ally misses an attack, the chain is broken. Additionally, that ally may add damage equal to your CHA modifier to the total damage of every successful attack as long as the chain in unbroken.
Opportune Vengeance
When an ally makes a successful attack during combat, you can expend one tactical die to cause the enemy who was damaged to become angrily fixated solely on your ally. Until the end of the enemy creature's next turn, they cannot make attacks on any creature other than the one who they are now fixated upon, and attacks made against this enemy by any creature (other than the ally who received this tactical command die) have advantage.
Quick March
As an action, bonus action, or reaction, you can expend one Tactical Die to allow an ally to immediately move a distance up to but not greater than their base movement speed (i.e.: take a dash action). If the ally takes any other type of action--excepting a free action--any movement remaining from this bonus is lost.
Sudden Strike
As a bonus action, you may direct one ally who can see or hear you to make an attack. The ally must make the attack at the time the command is given, and their reaction for this turn is consumed. They may make either a melee attack or a ranged attack. They may not move before making the attack, even if it is currently their turn. This tactical command
Warning Shout
As a reaction, when an ally you can see is hit by a successful attack that deals damage, you may expend one Tactical Die to mitigate some of the damage. Roll the Tactical Die and subtract the roll + your CHA modifier that from the damage the attack would have dealt.
Warning Shout+
Now, instead of warning only single ally within your visual range, when multiple allies take damage due to a successful attack each one of them may individually subtract a Tactical Die + your CHA modifier from the damage they were dealt by the triggering attack.
Aura of Leadership
Choose one of the following area effecfts which
Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can grant one ally one additional weapon attack that must be taken on their upcoming turn.
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