Bard
Base Class: Bard

The College of Archeomancy is particularly concerned with the past. Its members are fascinated with and knowledge hungry for the forces that underlie and drive history. They want to know as much there is to know about lost cultures and civilizations, not only to attempt to preserve them, but to use that knowledge to improve on the present.

Bards of this college are filled with a sense of duty and discipline, they believe they are doing work much bigger than them, a service to those forgotten and those who remain. Their allegiances aren't to a particular country or town, but to the broader sense of society as a whole, both past and present.

Members of the College of Archeomancy are often found in lost ruins and deep excavations, either attempting to find magical relics from centuries ago, or with a long dead spirit summoned at their side. For who better to learn ancient history from than one who has experienced it first-hand? After all, it belongs in museum. 

Archeomantic Magic

When you join the College of Archeomancy at 3rd level, you gain the Mending cantrip and the Comprehend Languages spell if you don't them already.

Additionally you learn additional spells when you reach certain levels in this class, as shown on the Archeomancy Spells table. Each of these spells counts as a bard spell for you, but it doesn't count against the number of bard spells you know.

Archeomancy Spells
BArd LEVEL SPELLS
3rd Knock, Locate Object
5th Speak with Dead, Spirit Guardians
7th Arcane Eye, Stone Shape
9th Legend Lore, Passwall

Spiritual Form

Also at 3rd level, as a bonus action, you can expend two uses of your Bardic Inspiration to summon the spirit of a mighty adventurer from an ancient civilization onto your body.
Your spiritual form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your spiritual form, choose which of the following spirits you have conjured; your choice gives you certain benefits while in the form:

  • Warrior. The spirit of a mighty warrior grants you battle prowess. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a spiritual arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Charisma modifier.
  • Healer. The spirit of a dedicated healer lends its protection to those nearby. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Charisma modifier.
  • Sage. The spirit of a keen sage aids you with its keen mind. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Lessons of the Past

At 6th level, through your studies, you learn to permanently alter yourself with the magic of the spirits you conjure. Choose among the Healer, the Sage and the Warrior, each of them granting you different permanent benefits.

Healer

Your hit point maximum increases an amount equal to your level, and when you regain hit points from a spell, you gain an additional 1d8 hit points.

Sage

You gain advantage on all History, Arcana and Religion checks, and once per turn when you deal damage with a spell, you deal an additional 1d6 psychic damage.

Warrior

You gain proficiency with medium armor, and once per turm when you deal damage with a melee attack, you deal an additional 1d8 radiant damage.

Improved Spiritual Form

At 14th level, the spirits you summon become more powerful and require less of your strength.

You can now summon the spirit onto you by expending one use of your bardic inspiration rather than 2. Additionally, the 1d8 of the Archer and the Healer becomes 2d8, and while the Sage is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Spiritual Form, you can change which spirit affects your body.

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