Bard
Base Class: Bard

Bards that study under the College of Inquiry are trained in the art of investigative work.These bards have a great eye for detail, and ears that could hear a pin drop. Their skills lie in examination of their surrounding areas, and careful analysis of those they speak with; allowing them to make excellent detectives, but equally great courtiers, bounty hunters, or inquisitors.

Bonus Proficiency

When you join the College of Inquiry at 3rd level, You gain proficiency in 1 skill of your choice from this list: Insight, Perception, Investigation, History, and Persuasion.

Deductive Observation

At 3rd level, you can use your keen eye to determine strengths and weaknesses in those you observe. You can use an action to expend 1 bardic inspiration die and observe a creature you can see to ascertain your choice of 1 vulnerability, resistance, or immunity of that creature. For every additional bardic inspiration die you expend, you can determine an additional aspect of the creature.

Elementary Inspiration

At 6th level, your watchful eye keeps your allies inspired in battle. You gain expertise in Wisdom (Perception) checks if you don’t already have it.
And when you take your first turn in combat, you can spend an action to grant a number of Quick Inspiration dice equal to your Wisdom Modifier (minimum of 1) to any allied creatures within 10 feet of you. Quick Inspiration dice granted by this feature equal 1d6, do not expend any regular uses of your Bardic Inspiration, and only last until the end of your next turn, disappearing afterwards.

Inductive Gambit

At 14th level, you've observed so many creatures, you can take a gamble based on patterns which may pay off handsomely. Using an action, you can expend 1 bardic inspiration die to point at a creature of your choice which you have already used your "Deductive Observation" feature on and declare 1 damage resistance of that creature. The next time you or an ally successfully damage that creature, the attack or spell may ignore that creature's chosen damage resistance. If you or an ally cannot successfully damage the creature within the end of your next turn after using this feature, the effect is dispelled.

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