Bard: College of Command
Bards of the College of Command are fearless leaders and sharp tacticians. These bards, known as Commanders, are trained in certain calls, chants, and musical motifs that bring out strong reactions that are necessary in battle. With their powerful voices, Commanders are capable of bringing an entire rowdy tavern to attention, or turning a peaceful crowd into a furious mob. They inspire infectious confidence through their speeches, and their presences exude authority. The commands of these bards aren't heard; they are felt, like magic flowing into your bloodstream, pushing you to act.
Powerful Presence
When you join the College of Command at 3rd level, you gain proficiency with medium armor and shields.
Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 15 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Bardic Command
Starting at 3rd level, you can expend one use of your Bardic Inspiration and your bonus action to target an ally within 60 feet who is able to hear you and understand you. You may use one of the following Commands on them:
Command: Recover. You bolster an ally's resolve. The target gains temporary hit points equal to the number you roll on the Bardic Inspiration die + half your bard level, and it can use its reaction to attempt a saving throw to end the effects of one spell or condition affecting it. The spell or condition must have a saving throw that the target can attempt on its turn or when it takes damage.
Command: Strike. You direct an ally to strike. The target can use its reaction to make one weapon attack against a creature, adding the number you roll on the Bardic Inspiration die to the attack’s damage roll.
Command: Move. You maneuver an ally into a more favorable position. The target can use its reaction to move up to a number of feet equal to the number you roll on the Bardic Inspiration die x 5 + half their move speed without provoking opportunity attacks.
Flag-bearer
Starting at 6th level, you can carry a banner into battle. Your banner serves as a personal display of allegiance. Pick a design that is meaningful to your character, such as a family crest, a national flag, or a holy symbol.
You can start using this banner as a spellcasting focus for your bard spells. While wearing or wielding this unfurled banner, it exudes an aura of 60 feet with the following effects:
Lead. Allies can add half your Charisma bonus, rounded down, to their initiatives.
March. You and allies have advantage on Constitution saving throws made against suffering exhaustion.
Resist. When you cast a bard spell of first level or higher, or you use a feature that requires Bardic Inspiration, you and all allies gain the benefits of your Countercharm feature until the end of your next turn.
Rally
At 14th level, the sight of your banner brings solace to your allies. As an action, you can make your banner appear as a large mystical apparation that hovers above you. For 1 minute, the banner provides its usual bonuses in an aura of 60 feet, as well as the following effects while you or allies are within range:
Persist. You can issue Bardic Commands by using a d6 instead of expending a Bardic Inspiration die.
Empower. Allies have advantage on ability checks, saving throws, and attack rolls that they make in response to your Commands. This includes any ability checks an ally must make while using movement granted by Command: Move.
Once you use this feature, you can't use it again until you finish a long rest.
Design by: u/FrenchTech16
Thank you for your support! This is the final version.
Credit for atwork: "Bannermaiden," u/quardri.

