Bard College of the Commandant

Bards of the College of Commandant are commonly trained in paladin or knight orders as specialists devoted to empowering and protecting their fellow warriors while bringing versitile bardic magic and a wide skill set to complement their more martially inclined peers.





Additional Proficiencies

When you join the College of the Commandant at 3rd level, you gain proficiency in medium armor, and shields.

Empowering inspiration

At 3rd level, you gain the ability to empower your allies with divine energy.

When you or an ally you can see within 60ft. hit with a weapon attack you can expend a use of your bardic inspiration to deal extra damage on the attack using your reaction. This damage equals 1d8 damage and is radiant.

The radiant damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 10th level, and 5d8 at 15th level.



Potential alternative to 'Empowering Inspiration': Empowered Healing

At 3rd level, you gain the ability to heal your allies with divine energy.

As a bonus action you can expend a Bardic Inspiration die by rolling it and healing a creature you can see with 60ft. and that can see and hear you for the value rolled on the die + your Charisma modifier. Alternatively you can forgo the healing and end one effect poisoning the target or one disease afflicting the target.



Additional Spells

This college lets you chose from an expanded list of spells when you learn a bard spell. The following spells are added to the bard spell list for you.

Spell Level Spells 1st Sanctuary 2rd Spritual Shield 3th Mantle of leadership 4th Aura of life 5th Circle of Power

Protective Aura

Starting at 6th level you and allied creatures within 10ft. of you gain a bonus to saving throws while you are conscious. This bonus equals half your Charisma bonus rounded down. At 14th level this radius increases to 30ft.













Potential Alternative to Protective Aura: Improved Countercharm

Starting at 6th level when you use your Countercharm feature any creature affected by the Countercharm has advantage against all spells and magical effects.

Empowering Halo

At 14th level you gain a permenant halo around your head. As a bonus action you can cause it to shed bright light to 30ft. and dim light 30ft. beyond that until you use another bonus action to end the effect.



Additionally, as an action you can cause the halo to flare with brilliant power. When you do so all allied creatures within 30ft. of you gain a bonus to damage rolls with weapon attacks. This bonus equals your Charisma bonus. Additionally, any affected creature is immune to the frightened and charmed condition. This affect lasts 1 minute. You can use this ability once and regain the ability to do so after completing a long or short rest.







The Spells Mentioned Here



Mantle of Leadership

3th-level enchantment

Casting Time: 1 action

1 action Range: self (30 feet)

self (30 feet) Components: V, S

V, S Duration: Concentration, up to 1 minute

Allied creatures within 30ft. of you gain a supernatural focus directed by your magic.

Once on each of your turns you can command a willing creature within range to move up to half its movement speed without provoking opportunity attacks and make one weapon attack against a creature of your choice. This uses the attacker's reaction.

Additionally, all non-hostile creatures within range have advantage on saving throws against fear.

If you attempt to command a non-willing creature the spell immediately ends.

Spiritual Shield

2nd-level abjuration

Casting Time: 1 bonus action

1 bonus action Range: 60ft.

60ft. Components: V, S

V, S Duration: 1 minute

You create a spectral shield at a location you can see within range that protects your allies. Creatures can move freely through the space of the shield but when an ally occupies the same space as the shield they gain a +2 bonus to their AC.

As a bonus action on each of your turns you can move the shield up to 60ft. to another location you can see.

If you cast this spell again before the duration is up the previous shield you created disappears.