College of Emblems
Whenever a great victory is won, there are always heralds ready to tell tales of valor. Whenever a terrible War is lost, there are always bards ready to sing songs of woe. Rarer by far are those with the wit to truly from from such battles and the will co wield their hard-won knowledge.
Those of the College of the Emblems play from the music sheet of war, leading the clash of spears and shields like an orchestra, their blade conductor’s baton. Their wits honed to a razor edge, their judgement tempered with the study of minor skirmishes and grand siege, alike, these brilliant campaigners are known far and wide for their ability to snatch victory from defeat.
Where other bards make their name with some great epic or symphony, the seekers of emblems work for a historic victory, a battle plan that will be taught through the ages.
Where other bards master the art or poetry, the art or song, or the art of dance, these strategists dedicate themselves to a singular and stirring beauty: the art of war.
When you join the College of Emblems at 3rd level you gain proficiency in History, medium armor, shields, and a gaming set of your choice.
Also at 3rd level you can use tactics from the list “Tactics“. These tactics each target a friendly creature who can see or hear you within 60 feet, called a comrade. Using a tactic expands one use of Bardic Inspiration.
You can only use tactics that you have prepared. You choose three tactics from this list to prepare whenever you complete a long rest, having spent time revising your ideas and considering the battles ahead.
At 6th level you gain a number of additional uses of your Bardic Inspiration equal to your Intelligence modifier.
You can also prepare a number of additional tactics equal to your Intelligence modifier.
Also at 6th level, your Countercharm feature improves. Instead of granting advantage, it renders friendly creatures within 30 feet immune to being frightened or charmed, and removes such conditions if they already exist.
At 14lh level, you can use your reaction to grant a Bardic Inspiration die, or to employ a tactic which would normally require a bonus action. You can grant this die or employ this tactic at any point, including after a die is rolled but before the DM applies it’s effects.
In addition, if a 1 or 2 is rolled on your Bardic Inspiration die, you can re-roll it and use either result.
Concentrate Attacks. You use a bonus action to focus fire on a particular enemy you can see. Until the start of your next turn, a number or comrades no greater than your Intelligence modifier add your Bardic Inspiration die to their first attack roll against it.
Into Position. You use a bonus action to maneuver one of your comrades into a more advantageous position. Before the start of your next turn, they may use their reaction to move up to their full speed, adding the Bardic Inspiration die roll to their AC while they do so.
Full Assault. You use a bonus action to direct a comrade to attack. Before the start of your next turn, they can use their reaction to make one weapon attack, adding your Bardic Inspiration die to the attack’s damage roll.
On Your Feet. You use a bonus action to bolster the resolve of a comrade. They gain temporary hit points equal to the Bardic Inspiration die roll + your Charisma modifier. If they are dying, they instead gain hit points equal to the Bardic Inspiration die roll.
Push Back. You use a bonus action to encourage your comrades to drive the enemy in a single direction or toward a specific point of your choice. Until the start of your next turn, whenever a comrade inflicts damage to another creature, it is pushed a number of feet in that direction equal to your Bardic Inspiration die times 5 feet.
Stand Guard. You use a bonus action to misdirect an assault. Until the start of your next turn, all hostile creatures within 30 feet of that comrade suffer disadvantage on attacks made against creatures other than them.
Take Warning. You use your reaction when a comrade suffers damage to reduce it by your Bardic Inspiration die roll + your Charisma modifier.
Work Together. You use a bonus action to coordinate two comrades until the start of your next turn. While they are within 5 feet of each other, they are considered to be Helping each other on all attack rolls and ability checks.