Bard
Base Class: Bard

To some, wandering the roads of the world is enough to live a full and thoroughly satisfying life. Traveling from one place to the other, hearing the tales and stories of hundreds of different people can easily transition from a means to an end to a way of life. Those who join the College of Night follow this mindset, as they don’t like staying in one place for too long, preferring instead to explore forgotten places and wander along the hidden paths.

night owl

Upon joining this college at 3rd level, your experience on the road and with travel gives you a sense of extreme calm and tranquility. You no longer require sleep, but you can still sleep if you wish. When taking a long rest, you may remain awake and can do light activity, such as reading or sitting watch while your companions sleep. In addition, if you finish a long rest below the night sky, you gain temporary hit points equal to the maximum value of your Bardic Inspiration die.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

stars guidance

You have the ability to discern your precise geographical location. As long as you can see the sky above, you know your current position in relation to major landmarks and cities. If you are searching for an area unfamiliar to you, such as a bandit camp or a hidden temple, you may expend a Bardic Inspiration to have a faint trail of light appear on the ground. This trail will show the most direct, uninterrupted route to the location and is visible only to you. The trail lasts for one hour before it fades away.

starry eyed

Starting at 14th level, you can make your eyes glow with the light of the stars. You activate this feature as an action, and in doing so, you grant yourself the ability to discern falsehoods and perceive weaknesses in the people around you. While this feature is active, you have true sight out to a range of 20 feet. You also have advantage on Wisdom and Intimidation checks, and you gain a bonus equal to your Charisma modifier to your initiative, attack rolls, and saving throws. In addition, when you make a weapon attack against a creature while this feature is active, the creature takes extra damage equal to your Charisma modifier. This extra damage is either force or radiant, and you decide which when you hit with the attack. This feature lasts until it is dismissed or you hit dice reach 0. 

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