BR:College of Solitude

An Orc bard is always prepared with her trusty lute.

College of Solitude

High in the frigid north, the College of Solitude is found in the city of the same name, the capital of Skyrim. Living and studying in the north comes with its own challenges, and the bards that attend this college are taught how to endure the harsh conditions while rallying their allies to keep pushing through.

College of Solitude Features
Level Feature
3rd Bonus Proficiencies, Fighting Style
6th Disarming Charm
14th Battle Anthem

Bonus Proficiencies

When you join the College of Solitude at 3rd level, you gain proficiency with medium armor, as well as axe and blunt weapons.

Fighting Style

At 3rd level, you adopt a 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 something in the game lets you choose again.


You gain a +2 bonus to your attack rolls you make with ranged weapons.


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

Great Weapon Fighting

When you roll a 1 or a 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 it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

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

Disarming Charm

When you reach 6th level, you gain the ability to use your charisma to cause your enemies to falter. As a reaction, when a creature attacks you with a melee strike, you gain a +2 bonus to your AC until the start of your next turn.

You can use this feature an amount of times equal to your personality modifier. You regain any expended uses when you finish a long rest.

Beginning at 17th level, you gain a +4 bonus to your AC when you use this feature.

Battle Anthem

At 14th level, you gain the ability to use your instruments or voice to inspire your allies in the heat of battle. As an action, all allies or enemies within 60 feet of you that can see and hear you, gain one effect of your choice for the duration of the anthem. The effect lasts up to 1 minute, as though you are concentrating on a spell. As an action on your following turns you can change the effect of your Battle Anthem.

Anthem of War. Each ally that can see and hear you gains advantage on attack rolls for the duration.

Anthem of Protection. Each ally that can see and hear you gains a +2 bonus to their AC for the duration.

Anthem of Intimidation. Each enemy that can see and hear you has disadvantage on saving throws for the duration.

Once you use this feature, you must finish a long rest to be able to use it again.