sandmote
2020-03-02, 04:34 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/Ng3ofA_t)
This is my attempt at a compromise between a character who focuses on working behind the scenes for the party and one who's still useful in combat.
Fluff:
Bards of the college of marshaling are not masters of combat or harming their enemies. Instead, the college of marshaling teaches how to turn a small force into a powerful juggernaut on the field of battle, carrying the day against enemies who expected the upper hand.
Logistician
When you choose this archeotype at 3rd level, you gain proficiency with land vehicles and sea vehicles. Your proficiency bonus is doubled whenever you make a check using either skill.
Emergency Inspiration
From 3rd level, you can grant a creature a bardic inspiration die as a reaction when the creature makes an ability check, attack roll, or saving throw which the creature must use on that roll. You may use this reaction even while you are surprised.
Field Command
Starting at 3th level, you learn to field a commanding presence, guiding your allies in combat. As a bonus action, you can make one of the following commands. A creature you target must be able to hear you to gain the benefits of your field command.
Early Response You warn an ally of an attack or hazard from one creature, trap, or environmental feature of your choice. The next time the ally must make a saving throw created by the creature or object before the start of your next turn, it gains advantage on the saving throw.
Prepare Defense You warn one of your allies of an impending attack by one creature. The first time that creature makes an attack roll against the ally before the start of your next turn, the creature has disadvantage on the attack.
Uncover Target Choose one target you can see. Creatures of your choice that cannot see the target may make a perception check contested by the target's stealth check to spot the target (the target gains benefits from being lightly or heavily obscured as normal).
Greater Field Command
By 6th level, you can direct a varied variety of maneuvers in the heat of battle. When you use your Field Command feature, you can also choose from the following field commands.
Clear Mind You distract an ally that is charmed or frightened, taking their attention for a moment. The ally can immediately repeat a saving throw against one effect causing it to be charmed or frightened. Once an ally has benefited from this field command, you cannot use this field command to allow it a saving throw against the same effect causing it to be charmed or frightened.
Instruct Grapple You instruct an ally how to get out of a difficult position. The next time the creature makes an Acrobatics (Dexterity) or Athletics (Strength) check to escape a grapple, it gains advantage on the check.
Prepare Attack You instruct an ally of an impending opening in one creature's defenses. The first time your ally makes an attack roll against the creature before the start of your next turn, you ally has advantage on the attack roll.
Tactician
By 14th level, you can direct a fighting group to regain cohesion in the heat of battle. As an action, you can order your allies to reorganize. Each creature of your choice within 30 feet of you can move up to half its movement as a reaction. This movement does not provoke attacks of opportunity. You can also use one of your Field Command options as part of the same action.
You can use this feature once, and regain the ability to do so at the end of a short or long rest.
This is my attempt at a compromise between a character who focuses on working behind the scenes for the party and one who's still useful in combat.
Fluff:
Bards of the college of marshaling are not masters of combat or harming their enemies. Instead, the college of marshaling teaches how to turn a small force into a powerful juggernaut on the field of battle, carrying the day against enemies who expected the upper hand.
Logistician
When you choose this archeotype at 3rd level, you gain proficiency with land vehicles and sea vehicles. Your proficiency bonus is doubled whenever you make a check using either skill.
Emergency Inspiration
From 3rd level, you can grant a creature a bardic inspiration die as a reaction when the creature makes an ability check, attack roll, or saving throw which the creature must use on that roll. You may use this reaction even while you are surprised.
Field Command
Starting at 3th level, you learn to field a commanding presence, guiding your allies in combat. As a bonus action, you can make one of the following commands. A creature you target must be able to hear you to gain the benefits of your field command.
Early Response You warn an ally of an attack or hazard from one creature, trap, or environmental feature of your choice. The next time the ally must make a saving throw created by the creature or object before the start of your next turn, it gains advantage on the saving throw.
Prepare Defense You warn one of your allies of an impending attack by one creature. The first time that creature makes an attack roll against the ally before the start of your next turn, the creature has disadvantage on the attack.
Uncover Target Choose one target you can see. Creatures of your choice that cannot see the target may make a perception check contested by the target's stealth check to spot the target (the target gains benefits from being lightly or heavily obscured as normal).
Greater Field Command
By 6th level, you can direct a varied variety of maneuvers in the heat of battle. When you use your Field Command feature, you can also choose from the following field commands.
Clear Mind You distract an ally that is charmed or frightened, taking their attention for a moment. The ally can immediately repeat a saving throw against one effect causing it to be charmed or frightened. Once an ally has benefited from this field command, you cannot use this field command to allow it a saving throw against the same effect causing it to be charmed or frightened.
Instruct Grapple You instruct an ally how to get out of a difficult position. The next time the creature makes an Acrobatics (Dexterity) or Athletics (Strength) check to escape a grapple, it gains advantage on the check.
Prepare Attack You instruct an ally of an impending opening in one creature's defenses. The first time your ally makes an attack roll against the creature before the start of your next turn, you ally has advantage on the attack roll.
Tactician
By 14th level, you can direct a fighting group to regain cohesion in the heat of battle. As an action, you can order your allies to reorganize. Each creature of your choice within 30 feet of you can move up to half its movement as a reaction. This movement does not provoke attacks of opportunity. You can also use one of your Field Command options as part of the same action.
You can use this feature once, and regain the ability to do so at the end of a short or long rest.