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College of Command in Dungeons & Dragons 5e

College of Command

Bard

Level 3: Tactical Training

You gain proficiency with Medium Armor, Shields, and two Gaming Sets of your choice.  

Level 3: Bardic Command

You can expend a use of your Bardic Inspiration to issue one of the following commands to a willing creature within 30 feet that can see or hear you.   Command: Attack. As a Bonus Action, choose a willing creature. The target can use its Reaction to make one weapon attack. If the attack hits, add your Bardic Inspiration die to the damage roll.   Command: Move. As a Bonus Action, choose a willing creature. The target can use its Reaction to move up to half its Speed without provoking Opportunity Attacks.   Command: Holdfast. When a creature within 30 feet of you is hit by an attack roll, you can use your Reaction and expend a Bardic Inspiration die. Roll the die and add the result to the target's AC against the triggering attack and until the start of its next turn.  

Level 6: Gallant Leader

Your ability to lead from the front has improved. Whenever you use Bardic Command, you can make one weapon attack as part of the same Bonus Action. In addition, you have Advantage on saving throws against the Charmed and Frightened conditions.  

Level 14: Rally

As a Magic Action, you plant a magical battle standard in an unoccupied space within 5 feet of yourself. Choose any number of allied creatures within 30 feet of the banner. Each gains a Rally Die, which is a d6. For the next minute, while a creature possesses its Rally Die and remains within 15 feet of the banner, it can expend that die as a Reaction to use one of the following effects:   Endurance. When the creature takes damage, reduce the damage by the number rolled on the Rally Die plus your Charisma modifier.   Perseverance. When the creature hits with an attack, it can make one weapon attack and add the Rally Die to the attack roll.   Resolve. When the creature makes a saving throw, it rolls the Rally Die twice and adds either result to the save.   Recover. At the end of its turn, the creature gains Temporary Hit Points equal to the Rally Die roll plus your Charisma modifier.   Once a creature expends its Rally Die, it loses access to the Rally effects. Once you use this feature, you can't use it again until you finish a Long Rest.
 


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