Bard
Base Class: Bard

Ancient nations tell stories through what is left behind ceramics, murals, and architecture. The college of antiquities teaches to leave a memory of yourself wherever you may go so others may learn from your experiences. 

Bards of the college of antiquities study art that leave a lasting impression following the teachings of stone giants in creating structures out of stone. They erect large stone structures called Menhirs which they channel arcane memories through so others may know their feelings of places they've been. 

 

Patron of the Arts

Starting when you choose this college, you familiarize yourself with the histories of artwork and stone craft. Whenever you make an Intelligence (History) check related to the origin of stonework, paintings, or ceramics you are considered proficient in the History skill and double your proficiency bonus when making the check.

Additionally, you can appraise the fair market value of gem stones, and pieces of art at a glance. This will be the amount listed in the Dungeon Masters Guide, but does not take into consideration the local market, scarcity, bartering, or other secrets within your Dungeon Masters world.

Stone Carver

Also at 3rd level, you can use ancient prophetic words to convince the earth below you to emerge as a Menhir. As long as you are standing on stone or soil, as an action you can expend one use of your Bardic Inspiration and create a Menhir in an unoccupied space within 5ft of you. There must be at least enough material and space to create a 5ft in diameter and 10ft tall structure. Your Menhir's have an AC of 17 and Hit Points equal to dice value of your Bardic Inspiration feature + your proficiency bonus and persists until destroyed. 

While the Menhir is standing you gain the ability to have it retain the memory of one of your spells. Whenever you cast a spell requiring concentration and are within 5 feet of your Menhir it will transfer the requirement for concentration to Menhir. The Menhir can only maintain a single concentration, and follows all other rules for maintaining concertation except it automatically succeeds Constitution saving throws to maintain the concentration. The Spells concentration ends early if the Menhir is destroyed, or you use this feature to maintain the concertation of a different spell. Once a Menhir releases the concentration of a spell it is destroyed crumbling into loose soil.  

Lineage of Stone

At 6th level, your connection to the earth runs deep in your veins like ore through stone, symbolic tattoos appear across your skin looking as though they are etched into your body. The marking grants you the hardened nature of stone, and prophetic nature of earthen magics. While you are in sunlight your skin becomes like stone granting you resistance to bludgeoning, slashing, and piercing from non-magical sources.

Whenever you are not in sunlight and would roll initiative, you may roll an additional dice add the result to your initiative score. The dice is equal to your Bardic Inspiration dice. 

Leyline Navigation

When you reach 14th level, you are able to magically connect to each of your Menhirs sensing them through the earth even over great distances. As long as you are touching earth you know whenever one of your Menhirs takes damage and whether or not they have been destroyed. While touching one of your Menhirs you gain 10ft of true sight around each of your Menhirs. During this time, you are deaf and blind with regard to your own senses.

Additionally, while touching one of your Menhirs you can use this connection to quickly transport yourself and up to seven other willing creatures to any other intact Menhir that you have created. Once you teleport one or more creatures this way, you can't teleport using this feature again until you finish a long rest.

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