College of Emblems

Whenever a great victory is won, there are always heralds ready to tell tales of valour. 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 learn from such battles, and the will to wield their bloodily-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 a conductor's baton.

Their wits honed to a razor edge, their judgement tempered with the study of minor skirmishes and grand sieges alike, these 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 of poetry, the art of song, or the art of dance, these strategists dedicate themselves to a singular and stirring beauty: the art of war.

Bonus Proficiencies

When you join the College of Emblems at 3rd level, you gain proficiency with martial weapons, medium armour, and History.

Tactician's Genius

Also at 3rd level, you learn three tactics from the list opposite. These target a single friendly creature who can see or hear you within 60 feet, and each expend a use of Bardic Inspiration.

Some of your tactics require enemies to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your Bardic Inspiration die roll + your Charisma bonus

Commander's Stratagems

At 6th level, you gain an number of additional uses of Bardic Inspiration equal to your Intelligence modifier.

You also learn a number of additional tactics equal to your Intelligence modifier.

General's Flair

At 14th level, you may use your reaction to grant a Bardic Inspiration die. You can grant this die at any point, including after a die is rolled but before the DM applies its effects.



Push Forward. You use a bonus action to direct an ally to attack. Before the start of their next turn, they can use their reaction to make one weapon attack, adding your Bardic Inspiration die to the attack’s damage roll.

Bulwark. You use a bonus action to order an ally to bear the brunt of the assault. All hostile creatures within 30 feet of them must make a Wisdom save, or suffer disadvantage on attacks made against creatures other than them until the start of your next turn.

Rally. You use a bonus action to bolster the resolve of a companion. They gain temporary hit points equal to the Bardic Inspiration die roll + your Charisma modifier.

Retreat. When you hit a creature with an attack, you can expend one use of Bardic Inspiration to maneuver one of your comrades into a more advantageous position. You add the Bardic Inspiration die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Rally. You use a bonus action to bolster the resolve of a companion. They gain temporary hit points equal to the Bardic Inspiration die roll + your Charisma modifier.

Warning. You use your reaction when an ally maneuver is used When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.