Base Class: Bard
The College of Explorers trains bards using the heroes of old and the legendary stories told to all young children. Bards, being the jack of all trades, and for the College of Explorers this statement is forever true. They combine all the useful skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many explorer-studying bards live to tell tales of other heroes or seek to create their own. Stories of heroic deeds, tales of cunning, magical anomalies, or godly might fuel the life-blood of these bards.
Talented Explorer
Starting when you choose this bardic college at 3rd level, gain an Explorer's Talent of your choice. Your Explorer's Talent options are listed in your choice options. You gain an additional Explorer's Talent of your choice at 6th level and again at 14th level.
Barbarian
You've learned to fight with primal ferocity. On your turn, you can enter a rampage as a bonus action. While rampaging and not wearing heavy armor, you have resistance to bludgeoning, slashing, and piercing. You can't concentrate on spells while rampaging. Your rampage lasts for 1 minute but ends early if you fall unconscious. Once you have rampaged, you can't do so again until you finish a long rest.
Cleric
You've gained the ability to channel divine energy directly from the gods, emboldening your allies and sanctifying their attacks. As a bonus action, you choose a creature within 30ft. The chosen creature gains temporary hit points equal to your Charisma modifier + half your level in this class for 10 minutes. While a creature has these temporary hit points, they can choose to lose these when they hit a creature with an attack, dealing additional radiant damage equal to the amount of temporary hit points they had left. Once you use the Talent, you must finish a short or long rest before you can use it again.
Druid
You can cast the Polymorph without expending a spell slot. If you cast the Polymorph spell with this Talent, you can only transform into a beast with CR less than half your level in this class. Once you cast the spell with this Talent you must finish a long rest before you can do so again.
Fighter
You gain proficiency with martial weapons and shields. You also choose and learn one of the fighting styles available to the Fighter class. (Add the [feat]Fighting Initiate[/feat] feat in the Features and Traits tab)
Monk
While wearing no armor and not wielding a shield, your AC equals 10+ your Dexterity modifier+ your Charisma modifier. In addition, you can use Dexterity instead of Strength for the attack and damage rolls and you can roll a d6 in place of the normal damage. When you use the attack action for an unarmed strike, you may make and additional attack as a bonus action.
Paladin
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. This damage increases by 1d6 if the target is undead or a fiend, to a maximum to 6d6. You can do this a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a long rest.
Ranger
You've learned the Hunter's Mark spell, which counts as a bard spell for you , but does not count against the number of spells known. You can cast this spell without expending a spell slot as if you had expended your highest spell slot. Once you cast the spell using this Talent, you can't do so again until you finish a long rest.
Rogue
You've adopted the quick thinking of clever heroes that outsmart their foes. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide actions.
Sorcerer
You gain the [feat]Metamagic Adept[/feat] feat (Add the feat yourself under the Features and Traits tab). In addition, you can use an action and expend a spell slot to gain sorcery points equal to the level of the spell, no more than 2 sorcery points. When you finish a long rest you regain any expelled sorcery points. When you gain a level in this class, you may replace one of the Metamagic options for another in this list.
Warlock
You gain the [feat]Eldritch Adept[/feat] feat (add it yourself under the Features and Traits tab), gain one Eldritch Invocation of your choice. When you gain a level in this class, you can choose one of the invocations you know, and replace it with another from the list.
Wizard
You learn any two spells from the wizard spell list that are of a level you can cast. These count as bard spells for you but do not count against your number of bard spells known. When you gain a level in this class, you can choose one the wizard spells you know and replace it with another spell from the wizard list of a level you can cast.
Party Planner
Also at 3rd level, while a creature has one of your Bardic Inspiration dice, it can use a bonus action on each of its turns to take the Help action.
Well-Rounded
At 6th level, choose one skill, tool, and language. You gain proficiency in the chosen skill, the chosen tool, and you can speak, read, and write the chosen language.
Improvisational Talent
Starting at 14th level, when you finish a long rest, you can choose one of the Explorer's Talent you know and replace it with one you don't.
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