Base Class: Bard
As a College Of Philosophy is for the player that doesn't necessarily want to play the "travelling musician" role. This subclass helps fit with the bard's natural supportive tendencies, avoiding most violence but still providing a lot of skill both in and out of combat. Helping those they meet along the way, this bard will expand their mind as well as the minds of others.
Extra Proficiencies
When you select this subclass at 3rd level, you gain proficiency with calligrapher's supplies and one additional type of artisan's tools of your choice. You also gain proficiency in one of the following skills: Persuasion, Insight, Perception, or Nature. You also learn one additional language of your choice. You can choose an additional option from these lists at 6th and 14th level.
Seasoned Debate
When you choose this subclass at 3rd level, you can force a creature to stop and have a debate with you. As an action, you can expend a use of Bardic Inspiration. If you do, up to one target creature that you can see becomes magically locked in a debate. Until the end of your next turn, that creature's speed becomes 0, and it has disadvantage on one of either Intelligence, Wisdom, or Charisma saving throws (your choice).
Resilient Mind
Beginning at 6th level, your constant observance has now helped shield your mind from intrusion. You gain proficiency in Wisdom saving throws. If you are already proficient in that saving throw, you become proficient in Intelligence saving throws. Additionally, you can add your Wisdom modifier to any skill check using a skill you gained with the College Of Philosophy Extra Proficiencies trait.
Philosophical Pow-Wow (Working Title)
When you reach 14th level, your debate skill becomes unmatched. As an action, you can become an incarnation of living knowledge. This effect lasts for one minute. While in this form, you have advantage on all Wisdom and Charisma saving throws. Additionally, Whenever a creature starts its turn within 30 feet of you, if it shares a language with you, it must make a Wisdom saving throw. On a failed save, until the end of your next turn, its speed is reduced to 0, and it has disadvantage on all Intelligence, Wisdom and Charisma saving throws.