Base Class: Bard
Often called War Drummers or War Chanters, the bards of the College of War prefer the chaos and conflict on battlefields over the glitz and glamour that comes with scenes and stages. War Drummers and War Chanters are often seen among military factions and warrior tribes, boosting morale and inspiring their allies while evoking dread in their enemies. However, some bards of the College of War choose to walk different paths, instead electing to find the right place for their drums and vocal cords as members of adventuring parties.
War Chant
At 3rd level, you learn the art of the War Chant. On your turn, as a bonus action, you can start up a song of war on your drums that can be heard clearly within 100 feet.
During your War Chant you gain the following benefits:
- You can cast spells without requiring any components other than verbal, which you automatically weave into your War Chant as you cast spells.
- You have advantage on Constitution saving throws to keep your concentration on a spell.
- You have advantage on Wisdom saving throws against being frightened.
However, you also gain the following drawbacks:
- Your speed is halved.
- You cannot take attacks of opportunity and weapon attacks are made with disadvantage.
- You have disadvantage on Dexterity saving throws.
The War Chant is dropped if you are Stunned, Paralyzed, Petrified, Unconscious or Incapacitated. You can choose to drop your War Chant at any point without requiring an action.
Bonus Spells
At level 6 you gain access to new ways to weaken your enemies and strengthen your allies. You learn the Haste and Slow spells and they don't count against your known bard spells.
Songs of War
Starting at 6th level you learn powerful Songs of War capable of enhancing or weakening the abilities of nearby creatures. Songs of War can only be used while your War Chant is active and you activate them as an action on your turn. You can only have one Song of War active at a time.
War Songs:
Song of the Alert. This War Song grants any non-hostile creature within 30 feet advantage on Dexterity saving throws.
Song of the Serpent. This War Song forces any creature within 30 feet to make a Constitution saving throw against your spellcasting ability. If they fail this saving throw they are poisoned. Affected creatures can repeat this saving throw at the end of each of their turns.
Song of Protection. This War Song grants any non-hostile creature within 30 feet a +1 to AC and temporary hitpoints equal to your current bard level.
Greater Songs of War
Starting at 14th level, you now have access to three new and more powerful Songs of War.
War Songs:
Song of Violence. This War Song allows any non-hostile creature within 30 feet to add the users Charisma modifier to their damage rolls.
Song of the Thunder God. This War Song deals 1d8 thunder damage to any hostile creature within 30 feet at the beginning of each of the users turns.
Song of Resistance. This War Song grants any non-hostile creature within 30 feet resistance to one type of elemental damage of your choice. You can choose between fire damage, cold damage, radiant damage, necrotic damage, acid damage, poison damage, lightning damage or thunder damage.
Previous Versions
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