College of Direction Bard

by FrostG1

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College of Direction

Bards of the College of Direction use their powerful voice and commanding skills to direct batallions heading to war, adventurers fighting a dangerous monster, or merely a travelling band of actors, who go from town to town, putting smiles on children's faces. Some even master all of those skills.

Bonus Proficiencies

When you join the College of Direction at 3rd level, you gain proficiency with the Persuasion and Intimidation skills, and you learn the thaumaturgy cantrip which doesn't count against your known cantrips. Charisma is the spellcasting ability you use for thaumaturgy.

Repostion

Starting at 3rd level, your words can guide your allies to reposition themselves, and force your enemies to enter dangerous situations.

As a bonus action, you can spend a use of Bardic Inspiration to force a creature within 120ft of you that can hear you to move to a space you can see. The chosen creature moves up to half their speed, rounded up. An unwilling creature must make a Charisma Saving Throw. Creatures immune to being charmed are unaffected by this ability.

The targeted creature can only move through terrain it has a speed for, such as climb, fly or swim. It can't move through terrain that causes damage, such as burning ground or an acid lake. It can, however, provoke opportunity attacks.

Direct Orders

When you reach 6th level, you may shout orders to friend and foe. You can command a creature that can hear you and you can see that is within 60ft of you to take one of the following actions:

Action!: As an action, allow the chosen creature to make a melee attack roll against another creature it can see within range.

Cut!: As a reaction when a creature creature makes an attack roll, you can impose disadvantage on the attack that triggered this ability.

Take a Break!: As an action, allow the targetted creature to spend a hit die to heal itself. The same creature can't spend a hit die this way until you complete a long rest.

Try Again!: As a reaction you take when a creature fails a Saving Throw, allow the creature to reroll that Saving Throw. The second roll must be used, regardless of the result.

This ability can be used a number of times equal to you Charisma modifier (minimum of one) per long rest.

Motivate Outcome

At 14th level, your words are powerful enough to motivate creatures to succeed or fail in tasks.

You may use your reaction to give a creature you can see that can hear you within 60ft of you to grant that creature advantage or disadvantage on an attack roll, saving throw or skill check.

You can use this a number of times equal to your proficiency bonus per long rest.

Credits


Images Used:

5E PHB Style Watercolor Brushes HD: /u/QalarValar https://www.gmbinder.com/share/-Kx5i9fuxhuci6BUrbJq


JoshuaD’s New Bard Handbook D&D 3.5: https://www.joshuad.net/new-bard-handbook-files/imgs/combat.jpg


Theme:

/u/blckthorn (Modified)


Subclass Made By:

@CyclopsGuild

@frost_g1

@ItIsCitri

@zanngfield

/u/FrostG1

/u/IAmCitri

/u/cadelaica