Base Class: Bard
During a battle, the commander of the forces has a bard on hand to help relay orders through songs and sounds. As such the bards developed a college of thought and ability to further improve upon this notion leading to the College of Battles Creation.
(feedback appreciated this is a working progress)
(Legendary Aura is a level 20 ability which replaces the standard bard ability, but how D&D beyond works you cant set it to a level 20 requirement, so letting you know now. Anyone who knows how to get around this please inform me.)
BONUS PROFICIENCIES
Beginning at Level 3, You gain proficiency with one of the following musical instruments if you aren't already proficient in them. (Bagpipes, drums or Horn) you also gain Proficiency in medium armor.
COMMANDING INSPIRATION
Also at level 3, you may expend X bardic inspirations as a bonus action to give inspiration to every creature of your choice that can hear your music within 60 feet. Normal rules for Bardic Inspiration apply along with the restriction that you must be using a musical instrument and every creature in 60 feet hears this regardless of your attempts to do it quietly.
(X is equal to the number of PC's halved rounded down)
RYTHM OF BATTLE
At Level 6, you gain a greater understanding of the flow of battle and how to change the tides. you gain a separate pool of Rythm dice equal to your level divided by 3 plus your charisma modifier they are D6. these dice can be used as regular inspiration or commanding inspiration also As a bonus action you can expend Rythm die or dice to give every creature of your choosing within 60 feet one of the following effect's, some of these Effects are concentration for the effect that you can lose concentration of the song, but doesn't count towards your spell Concentration.
Call to arms - As a bonus action you expend 3 Rythm dice to give 2 creatures other than you an extra action on their next turn, That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Quicken Pace - As a bonus action you expend 2 Rythm dice to boost the movement speed of all your allies by (5 times your Charisma modifier) this speed increase lasts for 10 minutes.
Warding Tune - as a bonus action you can expend 2 Rythm dice rolling them to give your party a boost to AC equal to half the number rolled on the dice rounded up for a number of turns equals to your charisma modifier halved rounded up.
MELODIES OF HEALING
At Level 14 you gain bonus proficiency in shields and you no longer need 2 hands to play your instruments just one. you also gain these additional options for your Rythm Dice usage.
Song of Recovery - you can as a bonus action by spending 2 Rythm die and use your song of rest feature rolling a single die equal to your song of rest die to heal all creatures of your choice within 60 feet
Blissful Peace - you as a bonus action expend X number of Rythm die to heal all creatures of your choice within 60 feet equal to the number rolled on dice rolled + Charisma Modifier
LEGENDARY AURA (you get this at level 20 not 14)
At level 20 instead of getting Superior Inspiration, you get the following. Your beauty and Inspiring presence on the battlefield leads your allies to put more faith in your presence. you gain additional bardic inspiration dice equal to your level divided by 3 and you can now use your bardic inspiration dice as Rythm dice
Previous Versions
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12/1/2018 11:09:28 PM
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Coming Soon
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