Base Class: Bard
Bards of the College of the Traveler seek to experience all that the world has to offer. Their performances tell of great mountain ranges, vast seas, and any other sights few have experienced. They might be found at the top of the highest peaks, within the most grandiose cathedrals, or in the darkest depths of the Underdark composing their journeys into song.
They have a knack for entertaining both the homesick and the aspiring adventurer with tales of the places they've visited. However, they rarely stay in a town for very long. For Travelers, knowledge is not enough. They must observe the world for themselves.
Bonus Proficiencies and Dark Vision
When you join the College of the Travelers at 3rd level, you gain proficiency in Survival and 1 other skill of your choice.
You also gain Darkvision with a radius of 60 feet. If you already have Darkvision, double the radius of your current sight.
Song of the Aspiring Adventurer
At 3rd level, you have learned to charge your performance with the zeal only an unseasoned adventurer could possess.
As a bonus action, you can expend one of your Bardic inspiration die to grant both you and another humanoid you can see within 30 feet one of the following:
- 20 foot higher movement for 10 minutes
- An extra action in the next round of combat
- Advantage on the next saving throw you make
- 5 temporary hit points
The Road Less Traveled
At 6th level, you have learned to survive in some of the most treacherous locations your world has to offer.
You gain Proficiency in Constitution Saving Throws and can cast one of the following spells without expending a spell slot:
- Pass Without Trace
- Fly
- Water Breathing
Once you use this feature, you can’t use it again until you finish a short rest, unless you expend a spell slot to use it again.
Tales of the Well Traveled
Starting at 14th level, you gain the ability to inspire others with tales of your experiences in the far reaches of the world.
As an action, you can tell a tale of a wonderous place you've visited. Any humanoid within 30 feet of you who can hear the tale and understands the language you are speaking must make a Wisdom Saving throw. On a failed save, the humanoid is charmed for 2 hours.
The charmed creatures obey your commands, believing that you may take them on your next wonderous adventure. They wont risk their life or fight for you unless already inclined to do so. They grant favors and gifts that they would give to close friends.
Once the charm ends, the creatures regard you as an aspirational figure.
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