Base Class: Bard
College of War
The College of War consists of bard that follow warriors into battle. They use their powerful magic to give courage and strength to the soldiers who are fighting. They can strike fear into the heart of their enemies and can instantly turn the tides of battle. For centuries,they have followed and supported legions. They can provide entertainment for the troops,but they also are powerful spellcasters who have the ability to eliminate forces,and destroy the courage of their enemies. They are important parts of battle when it come to fighting,and can be the key to sucess in battle.
Martial Musician.
Because of your experience in battle you have learned to fight better. You do not actively seek battle,but occasionally you must defend yourself without magic. At 3rd level,you gain proficiency with Martial Weapons.
Battle Song
This is the key feature of the college of war. They can weave powerful magic into their song that can turn the tide in battle. Once after you finish a long rest,you may choose a Battle Song. Until your next rest,you may expend one use of your bardic Inspiration to play your battle song. The following options for your battle song are the following.
Song of Strength
The Song of Strength gives courage and strength to your allies. When you use this feature as an action,an amount of creatures equal to your charisma modifier within 30 feet of you,gain the following features. They gain a +2 to attack and damage rolls. Also they gain an amount of hit points equal to your Bardic Inspiration Die+your Charisma Modifier. This lasts for 1 minute. At 14th level,you gain a +3 to damage rolls.
Song of Chaos
The Song of Chaos can strike pain and chaos into their enemies minds. As an action,you a sphear of chaos to errupt within 60ft of you. This spher is a 15ft by 15ft. Any creatures within the sphear must make a Wisdom Save against your spell save DC. On a fail. They take 2d6 phychic damage and have disadvantage on attack rolls against all creatures within 60ft of you besides you.On a success they dont take the damage. This lasts until the end of your next turn. At 6th,and 14th level,this damage increses by 1d6.
War Mage
Starting at 6th level,you gain new knowledge on how to defeat enemies,and protect allies with magic. At 6th level,you may choose one 3rd level spell from the wizard spell list and add it to your known spells. This spell must be from the schools of Evocation or Abjuration. These spells count as bard spells for you and you can cast them through your bardic spell focus. Whenever you gain a new level of spells, you can choose one additional spell. This spell still must be of evocation or abjuration.
Battle Aura
Beggining at 14th level,you have a powerful aura that strengthens your allies in battle. You can summon an aura around you, within this aura it sound as if you can hear the clanging of swords and the beats of a war drum. Any creature who enters a space within 10ft of you enters the aura. When in this aura,a creature cannot be frightened,and has advantage against being charmed. Additionaly,they gain a +1 bonus to their AC,attack rolls,and damage while in this aura. At 1th level this aura increseas to 20ft.
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