Jsk College of War

Bonus Proficiencies
At 3rd level, you gain proficiency with medium armour, shields, and any weapon that has the reach property. You also gain proficiency with horns. If you are already proficient with horns, you can choose another musical instrument to become proficient with.

Combat Superiority
At 3rd level, you learn maneuvers that are fuelled by special dice called superiority dice.
 * Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
 * Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
 * Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
 * Versatility: When you finish a long rest, you can choose one maneuver that you know and replace it with another maneuver that you can learn.

War Banner
At 3rd level, you gain a war banner that you can use to raise the morale of your allies. You can also attach your war banner to a weapon with the reach property, as long as you are proficient with that weapon, turning it into a banner weapon that can also be used as a spellcasting focus for your Bard spells. As an action, you can wave your banner with one hand until the start of your next turn, or you can plant it into the ground at an unoccupied location within 5 feet of you. While planted, your banner does not prevent movement through its space. When you wave or plant your banner, you can choose any number of your Inspiration Die and grant them to willing creatures within 30 feet of yourself. You cannot grant yourself an Inspiration Die using this feature. A creature must be able to see your banner or hear you to gain an Inspiration Die from this feature.

Battle March
At 6th level, you can use your banner to rouse your allies while you march to your next destination. While traveling for an hour or more, you and your allies have advantage on Constitution saving throws made against suffering exhaustion. Additionally, when you and creatures that you consider to be allies roll initiative, you can choose to blow your horn and make an audible noise out to 300 feet. When you do so, all allies within 60 feet of you can add your Charisma modifier (a minimum of 1) to their initiative. A creature must be able to hear your horn to gain the benefits of this feature.

Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Declaration of War
At 10th level, you can use your action to blow your horn, making an audible noise out to 300 feet. When you do so, all allies of your choosing within 30 feet of you make their next attack with advantage, including you. A creature must be able to hear your horn to gain the benefits of this feature. If an ally effected by this feature deal damage to a creature that you consider to be an enemy during its next turn, you regain one expended Inspiration Die. You can only regain one expended Inspiration Die per ally by using this feature. Once you have used this feature, you cannot use it again until you have finished a long rest.