Base Class: Bard
Some individuals spend their days not only traveling the lands but also traveling through history to learn about the heroes of old. Then with a spark of their magical expertise bring those legends back to the present day.
A Soul's Potential
3rd-level College of Myths feature
Whenever you give a creature a Bardic Inspiration die, you can beckon to a wondering spirit that comes to aid your companion, which orbits within 5 feet of that creature. The spirit is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The spirit looks like a Skull, a ghost, a fang, or another symbol of death or unlife that you choose.
When the creature uses the Bardic Inspiration die, the spirit provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as a sagacious spirit whispers helpful tips to the user.
Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the soulgives a rallying cry before surrounding the user in ethereal ghostly armor. You also add the number rolled to your AC until the start of your next turn.
Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the soul vanishes with the gentle glow and hum of a healers blessing, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
Little Legends
3rd-level College of Myths feature
As an action, you can channel the magic of Mythology to call a Legendary spirit to aid you. You can call fourth and bond with one such spirit, who comes to inhabit a humanoid item within 10 ft of you to serve as your ancient companion. See this creature's game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places.When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit’s appearance.It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
The ancient companion is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one soul beckoned by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
ANCIENT COMPANION
Medium construct, Any Alignment
Armor Class 14 (natural armor) + 2 (Warrior only)
Hit Points 5 + 5 times your level in this class (the companion has a number of Hit Dice [d8s] equal to your level in this class)
Speed 30 ft.
Saving Throws Con +2 plus PB, Int +2 plus PB, Wis +2 plus PB
Skills History +2 plus PB, Perception +2 (PB × 2)
Damage Immunities poison
Condition Immunities charmed, exhaustion
Senses passive Perception 12 + (PB × 2)
Languages speaks and understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.
Sage’s Counsel (Sage Only). While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Actions
Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB force damage.
Healer’s Light (Healer Only). The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + PB temporary hit points.
Reactions
Warrior’s Protection (Warrior Only). When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.
Heroic Lessons
6th-level College of Myths feature
When you bond with your ancient companion, you gain the following additional benefits depending on the type of spirit you chose:
Healer. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. When you heal hit points with a spell, the target regain an additional 1d8 hit points.
Sage. You have advantage on ability checks using the Arcana, History, Nature, and Religion skills. Additionally, once per turn, when you deal damage to a creature with a spell of 1st-level or higher.
Warrior. If you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits.
When you bond with a new ancient companion of a different type, you immediately lose the benefits of your previous companion and gain the benefits from the new companion’s type.
Wymsical legends
14th-level College of Myths feature
Through steeping yourself in the chaotic whims of history, you learn how to briefly channel the wild nature of time itself. As a bonus action, you can enter a state of chronal chaos. When you enter this state, and at the start of each of your subsequent turns while in this state, you gain one of the following benefits of your choice:
Luck. You receive brief flashes of the future, steeling yourself against oncoming assaults. Whenever you make a saving throw against an effect that deals damage, you can roll a d6 and add the number rolled to the total.
Resistance. You rewind time, knitting together injuries as they occur. You have resistance to bludgeoning, piercing, and slashing damage.
Swiftness. Time stutters, slowing others but hurtling you forward. Your movement speed increases by 15 feet, and you do not provoke opportunity attacks.
The benefit lasts until the start of your next turn. You cannot choose the same benefit two rounds in a row. The state lasts for 1 minute and ends early if you’re incapacitated.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.
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