Bard
Base Class: Bard

Commissars have the absolute authority to punish and execute any member of a regiment who fails in their duties.

Should discipline or morale falter, it is the task of the commissar to take whatever steps are necessary to restore order and to do so in the absolute knowledge that his actions are just.

Under the steely gaze of such an officer, Imperial Guardsmen are inspired to deeds they never believed possible. In extremis, a commissar must be prepared to execute wavering soldiers or incompetent officers without a moment's remorse.

Few things enforce discipline better than a malcontent or coward being shot dead for their failings, and this message is all the stronger when a shot sprays a Guardsman's brains across his horrified comrades in a shower of gore.

Such an unflinching display of a commissar's authority ensures that the first soldier who tries to flee from battle is invariably the last.

Commissar Arms Training

Your training at the academy has given you proficiency in Martial weapons and single-handed firearms.

Litany of Aim

At 3rd level, you learn to inspire others in battle. Any creature with an Inspiration dice can exchange it to add advantage to their to-hit rolls.

Litany of the Charge

A creature can multiply their Inspiration roll by 5 and move that many feet extra this turn.

If attacking with melee during this turn, add any unspent feet to your to-hit dice. Max +5.

Litany of Cover

When an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Commanding voice

Your Inspiration affects all within earshot.

Swift Strikes

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

Dual wielding

Your training has made you efficient at striking with both weapons.

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