Bard
Base Class: Bard

Not all bards are musicians and the bombastic soul of the party, not all bards are secretive spies weaving tapestries of lies. Bards of the College of the Savant are simple scholars and lorekeepers, people born with an innate desire to learn anything they can.

They can be caring individuals whose only goal is to share every bit of knowledge and eruditon they hold with the rest of the world, bringing them to great libraries and universities as both students and teachers; but they can also be daring lorekeepers recklessly delving into ancient ruins for the mere promise of information on those who have been forgotten, believing there's no risk too big to take when the price is discovery. Whatever the case, bards of this college have an unquenchable hunger for erudition and information, and use their ability to get it to aid their companions in the battlefield.

Academic Pursuit

When you join the College of the Savant at 3rd level, you can choose to specialize your academic pursuits into different areas of study. Choose between Arcanist, Historian, Investigator and Naturalist, gaining different benefits for whichever option you choose.

Additionally, choose a set of Artisan's Tools. You gain proficiency with the chosen tool.

Arcanist

You gain proficiency with the Arcana skill. You add your Charisma modifier to any ability check you make with it.

Additionally, you learn the Prestidigitation cantrip if you don't know it already. It counts as a bard spell for you, but it doesn't count against your number of cantrips known.

Historian

You gain proficiency with the History skill. You add your Charisma modifier to any ability check you make with it.

Additionally, you learn the Mending cantrip if you don't know it already. It counts as a bard spell for you, but it doesn't count against your number of cantrips known.

Investigator

You gain proficiency with the Investigation skill. You add your Charisma modifier to any ability check you make with it.

Additionally, you learn the Message cantrip if you don't know it already. It counts as a bard spell for you, but it doesn't count against your number of cantrips known.

Naturalist

You gain proficiency with the Nature skill. You add your Charisma modifier to any ability check you make with it.

Additionally, you learn the Druidcraft cantrip if you don't know it already. It counts as a bard spell for you, but it doesn't count against your number of cantrips known.

Savant's Analysis

Also at 3rd level, you learn how to channel a bit of divination magic to analyze those around you. As a bonus action on your turn, you can expend a use of your Bardic Inspiration to analyze a creature you can see within 60 feet of you. You immediately learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities and class levels, if any.

Additionally, roll your Bardic Inspiration die. If the analyzed creature is hostile towards you, you may have them succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the number rolled + your bard level, taking half as much on a successful save. If the analyzed creature isn't hostile towards you, you may have them gain temporary hit points equal to the number rolled + your bard level.

Scholar's Realization

When you reach 6th level, you can use your magic to aid in your scholarly endeavours. Whenever you fail an Intelligence ability check made with a skill with which you are proficient on, or a saving throw, you can expend a use of your Bardic Inspiration, roll it, and add the number rolled to the result.

The first time you use this feature on each round it takes no action or reaction, with any subsequent uses expending your reaction.

Timeless Mind

Also at 6th level, you've found a way to permanently and magically shield your mind and protect the knowledge you possess. Your dreams, memories, or thoughts cannot be altered magically, and your thoughts can't be read.

Peerless Sage

At 14th level, your experience in knowledge gathering and using your magic to augment it grants you the following benefits:

  • You gain Truesight in a 15-foot radius centred on yourself.
  • Twice per long rest, you can cast the Detect Magic spell without expending a spell slot and without components.
  • You can read all writing and understand all spoken languages.
  • Any creature that can understand a language, if they don't understand the language you are speaking in, hears what you say in their native language.

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