College of Tactics

Bards of the College of Tactics are calculating strategists who scour historical records of famous battles for tricks they can use to give their own troops, and those of their patrons, an edge on the battlefield. Members of this college travel from war zone to combat site and interview the veterans of those engagements, trying to discern how the victors won the day and leveraging that information for their personal glory.

Bonus Proficiencies

When you join the College of Tactics at 3rd level, you gain proficiency with medium armor, shields, and one martial weapon of your choice.

Setting the Board

Also at 3rd level, you can move your allies into more advantageous positions like moving the pieces on a game board. As a bonus action, you can roll a Bardic Inspiration die and multiply your result by 5 to determine how much distance in feet your allies can travel. You can then move any number of willing allies who can see or hear you the total amount of distance rolled in increments of 5 feet. For instance, rolling a 4 on your Bardic Inspiration die allows you to move one or more willing allies 20 feet. You could use that movement to move one willing ally 5 feet and another willing ally 15 feet or to move two willing allies 10 feet each.

The movement generated by this feature does not cause your allies to draw opportunity attacks.

Song of Strategy

Beginning at 6th level, when you choose a creature to benefit from your Bardic Inspiration, it also gains one of the strategies of your choice from the list below. The affected creature must use the strategy before the duration of the Bardic Inspiration die expires but can use it on the same turn it uses the Bardic Inspiration die.

Once a creature has used the selected strategy, it can’t be used by the same creature again until it receives a new Bardic Inspiration die.

Bait and Bleed. When the affected creature uses its action to Dodge, it can make one melee attack against a creature that is within 5 feet of it.

Blitzkrieg. When the affected creature uses its action to Dash, it can make one melee attack at the end of its movement. If the attack is a critical hit, the targeted creature is frightened until the beginning of your next turn.

Counter Offensive. When the affected creature takes damage from another creature, it can use its reaction to make an attack against the attacking creature. The creature using this strategy must be wielding a weapon that can reach its attacker.

Distraction. When the affected creature uses this strategy, it can Disengage as a bonus action.

Hold Steady. When the affected creature uses its action to take the Ready action and the trigger for the readied action doesn’t occur, it can make an attack or cast a spell after all other creatures have acted in the round.

Indirect Approach. When the affected creature uses its action to Help a friendly creature in attacking a creature within 5 feet of it, all other friendly creatures have advantage on their first attacks against the target creature.

Rest and Recovery. When the affected creature uses its Bardic Inspiration die, it can recover one use of one of its features that has a limited number of uses per day, such as a barbarian’s Rage. A creature can’t use this feature to recover a spell slot.

Ablative Inspiration

Starting at 14th level, when you take damage from a spell that affects an area, you can use your reaction to redirect and dissipate some of the spell’s power. If you succeed at the spell’s saving throw, all friendly creatures within 10 feet of you are also treated as though they succeeded at the saving throw. You expend one of your Bardic Inspiration dice when you use this feature.

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