Base Class: Bard
This was made as part of a creative writing challenge, taking 5 prompts from different people and using them as feature names. Please excuse the bizarreness.
The world is running out of dungeons. As part of an effort to make sure future generations of adventurers have a variety of high quality dungeons to explore, the Institute for Dungeon Conservation (IDC) sponsored the College of Dungeon Conservation (CDC). You thought it was interesting, so you joined the program. You learned many skills that will help you preserve these valuable historic sites, though you are still an apprentice, and your skills need refinement.
Someday you will get your Dungeon Master's degree, but until then, you have adventuring to do!
Phantasmal Projections
Dungeon traps are of great historical importance, but they tend to degrade over time. Thankfully you know a technique to replicate traps.
Starting when you join this college at 3rd level, you learn to capture the design of traps in a way that allows you to reproduce them. As an action, you can choose a trap you can see within 30 feet, and add it to your trap recipe book. You can remember a number of traps equal to your proficiency bonus. If your trap recipe book is full, you can evict a recipe to make room for a new one. You cannot add a new recipe if the base level would be higher than your highest level spell slot. Recipes can only be created from original traps, not replicas.
As an action, you can choose a recipe from your trap recipe book and spend a spell slot of the recipe's level or higher to create a replica of the trap in its active form. The closest part of the trap must be within 30 feet of you, and you cannot summon the trap to a location where it would immediately trigger or become inactive. The trap lasts 1 day by default, after which it dissolves into inert smoke. For each level of spell slot above the recipe's level, the lifespan of the trap is multiplied by 2.
The trap recipe book is not a physical object, but part of you. Think of it as like memory or storage.
Inactive. (keyword) Not currently triggerable, but present. This could be because the trap has already been activated and not been rearmed, the trap is out of fuel, the trap is jammed, or for other reasons.
Recipe Levels
The minimum level for any recipe is 1. This permits a trap fitting in a 10 foot cube with an average damage output of 20 or less and an effective range of 30 feet or less. The damage type does not matter. Average damage does not consider special circumstances such as damage vulnerabilities.
If the trap can inflict a condition, the base level is increased to 4.
The size bounds can be increased, increasing the side length of the cube by 10 feet and the maximum effective range by 30 feet for each level.
The damage bounds can be increased, increasing the allowable damage by 20 for each level.
If the original trap involves spells, the recipe level is the number of spells involved plus the level of the highest spell, or the level calculated by the above method, whichever is higher.
great chest ahead
Dungeons aren't all conveniently on some map. The location of some dungeons may have been lost to time. Fortunately, you learned an art to locate potentially lost dungeons.
Starting at 3rd level, you can use an action to detect magic items in your general region. If there is no magic item within 3000 feet of you which is untouched and has rarity "rare" or better, the result of your query is "nothing found." Otherwise, of the candidates, choose the item with highest rarity, tiebreaking by shortest distance to you, breaking further ties randomly. You learn the distance to the item, which is guaranteed to be within 30 feet of the true distance. If the reported distance is 60 feet or less, you also learn the general direction to that item from your current location. The reported distance and direction are all the information you get.
Once you use this feature, you cannot use it again until you finish a long rest.
Untouched. (keyword) Has not been touched, equipped, used, or attuned by a creature within the past 7 days.
Hello
First impressions are vitally important to any social interaction. It could decide whether your favourite dungeon gets saved. Thus you have optimized your greetings to be maximally effective.
Starting at 6th level, you get advantage on your first social interaction ability check with every creature, if it has been 10 minutes or less since you first met. For creatures that do not know you well, if they do not see you or interact with you for 7 days, they forget about you and become vulnerable to this feature again, as if you are meeting them for the first time again.
Drem Yol Lok
Dragons are the historical caretakers of many dungeons, and thus your friends. Your teachings from college have made you slightly less socially inept at interacting with dragons, and you will surely put this skill to good use.
Starting at 6th level, you learn the common greeting of dragons and a method to infuse subtle magic into the words. As an action, you can speak the greeting, targeting a creature you can see within 60 feet. The creature must make a Wisdom saving throw against your spell save DC. If you are currently fighting the creature or the creature is less than 50% dragon, the creature has advantage on this roll. If it succeeds on the save, there is no effect. If it fails, the creature is charmed by you for 1 hour, and you can choose to spend any number of uses of your Bardic Inspiration. Roll that many of your Bardic Inspiration die, and double it. Both you and the target creature recover that much hit points. The charm ends early if you harm the creature without its consent. The creature does not know it was charmed when the charm ends.
Once you use this feature, you cannot use it again until you finish a long rest.
Tip from your professor: Your friends can consent to being charmed and healed. Please use responsibly.
Piston
Your unusual obsession with dungeon traps has caused your magic to grow more powerful, allowing you to make enhanced replicas of traps better than the originals without even knowing how they work.
Starting at 14th level, when you use Phantasmal Projections to create a trap that deals damage, you can use a spell slot 1 level higher to create an enhanced version. This additional level does not count toward other bonuses. Enhanced traps have their damage doubled, and in the case of slashing, piercing, or bludgeoning damage, it is converted to the magical version, which can help overcome resistances.
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Posted Apr 7, 2022hello