Bard: College of Valor

Original Source: Player's Handbook

Fighting Style

3rd-level College of Valor feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +1 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Superior Technique. You learn one maneuver of your choice from among the traditions you are proficient with. If you are not proficient in any combat traditions, you become proficient with one. You must choose this combat tradition if you ever become proficient with a new combat tradition. You also gain focus equal to half your proficiency bonus.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. If the damage die of your unarmed strikes is already a d6 or higher, reduce the number required to flourish with unarmed strikes by 1. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Combat Inspiration

3rd-level College of Valor feature
You can use your wit to turn the tide of battle. A creature that has your Bardic Inspiration die from you can use it for one of the following effects:

Commanding Voice

6th-level College of Valor feature
You excel at inspiring and directing soldiers in battle. A creature with your Bardic Inspiration can expend it to make a single weapon attack as a Bonus Action.

Valorous Inspiration

6th-level College of Valor feature
While a creature holds one of your Bardic Inspirations, it has Advantage on saving throws against the Frightened condition. Additionally, when you grand your Bardic Inspiration to a creature with the Frightened condition that can gets a saving throw to end it early, they can immediately roll to end the condition early if they expend the Bardic Inspiration and add it to the result.

Legendary Valor

14th-level College of Valor feature
Heroes are forged in your wake, and you forge legends of your own.