Bard
Base Class: Bard

The power of chanting and music is something that has been apparent since ancient times. Warriors chanting to suppress their fears and psych themselves and others up for battle. From those warriors probably came the first bards. These bards were not as spell oriented as the bards of today, but specialized fighters that kept the other warriors ready for battle. Some of today's bards are trying to find these roots again. They live more savagely, often joining barbaric tribes. As such, they learn to fight like them and have become a vital part of their armies.

Warrior’s Soul:

Starting at 3rd level, your body has been prepared for battle, combining your magical talents with a warrior’s strength. You gain proficiency with shields and martial weapons. in addition, you gain an Unarmored Defense feature. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

War Cry:

Also at 3rd level, you can let out a War Cry to instill bravery in your allies. You can use your bonus action to expend one use of your Bardic Inspiration to make yourself and all allies within 30ft, that can hear you, immune to being frightened for 1 minute. using this feature also ends any frightening effect on any ally within range. In addition, all creatures affected by this feature gain 1d6+ you charisma modifier temporary hit points, which disappear when the effect ends. These temporary hit points increase to 1d8+ charisma modifier at 5th level, a d10+ charisma modifier at 10th level, and a d12+ charisma modifier at 15th level.

Warrior’s Chant

Starting at 6th level, you can start a chant that will grant strength to allied warriors and increases your fighting capabilities. You can use a bonus action to start this Chant, which will last for 1 minute. While chanting, you cannot cast spells but can still use other features and keep concentrating on spells you already cast. The chant grants you the following benefits:

  • You can make an extra attack when taking the attack action.
  • When you hit a creature with an attack, you can expend one spell slot to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8.

In addition, you can grant yourself and all allies that can hear you within 30ft of you one of the following benefits (which you choose when you start your chant):

  • You and your allies’ weapon attacks score a critical hit on a roll of 19 or 20.
  • You and your allies gain resistance against slashing, piercing and bludgeoning damage.
  • You and your allies have advantage on saving throws.

The chant ends prematurely if your are unable to make sound. Once you use this feature you can use it again until you finish a short or long rest.

Rallying Cry

Starting at 14th level, you can rally yourself or others to stop them from falling in battle. When you or another creature within 30ft of you that can hear you is dropped to 0 hit points you can make yourself or them drop to 1 hit points instead. If you still have a Bardic inspiration left you can also use your War Cry feature. Once you use this feature you can use it again until you finish a long rest.

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