Base Class: Bard
The college of the lost is made for those who never truly learnt from a master, or if they did it was briefly and long ago. Their performances were created entirely by them, pushing through injuries and trying to keep broken instruments working. Most Lost Bards are orphans or abandoned, so their performances are always incredibly personal and their spells are often scraped up from many random and possibly illegal sources.
Ragabond Life
After tough years spent trying to survive on your own you've learnt a couple tricks to get yourself out of trouble. One of these many ways is through healing and tuning yourself with nature to find the best resources or even hiding spots.
You've also made an animal companion to keep you company. Your "Daemon" as most magic users would call them, is really more an animal you have befriended, so they do not possess quite as much magical abilities as others' familiars and companions.
Back-Alley Tricks
Since you've been raised in the shadows you've become familiar with them as well, lock-picking, thieving or staying out of sight are likely your everyday, so you have a proficiency in the Stealth skill. If you are already proficient in Stealth, add the proficiency to another skill of your choosing.
A Trick Up Your Sleeve
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.
A Half-Forgotten Lullaby
At 14th level, when you start a long rest, you may begin playing a soft lullaby from your childhood if you have any charges of Bardic Inspiration left, and are seated by a lit campfire. If played for at least 30 minutes, a 30 ft sphere of magic centred on the campfire appears, dimming the area inside the sphere to deep blue, speckled with stars, constellations, and other cosmic phenomenon. The campfire will not burn out and isn't able to be extinguished by water, and casts a warm glow from it's now liquid gold-like flames. Faint echoes of the song you played will linger in the air inside the sphere even when you finish your performance. This wonderous appearance and the fire itself are invisible from the outside, but sounds originating from within the sphere are still audible to those outside of it. The sphere lasts until an affected creature inside the area willingly ends the effect by reciting a specified phrase to put the fire out, or until the fire is magically snuffed out.
While within the sphere, allies and their belongings will be invisible to those outside the sphere. Those inside the sphere will have pleasant dreams, and if they complete a long rest while inside the sphere, they will wake up with 1d10 temporary hit points, lasting until your next long rest or until the end of the next instance of combat encountered.
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