Bard
Base Class: Bard

Ancient history, antiquities, and artifacts that's the realm the students of the college of antiquities has chosen to devote themselves to. Unfortunately the academic is not the only problem these historians face in their journey. The ancients guarded their treasures and troves with intelligence and cunning puzzles, traps, and creatures. So now these academics must leave their libraries and venture into the dangerous parts of the world. Will the study of magic, might and knowledge be enough to best the ancients, nature, and those who stand in their way. 

Skills of the Trade

When you join the College of Antiquities at 3rd level, you gain proficiency with three skills History, Investigation, and Survival. If you already have proficiency in these skills you gain expertise in these skills. 

Narrow Escape

Also at 3rd level, you learn how to use your wit to escape, confuse, and otherwise evade the attacks of others. When a creature that you can see within 120 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend a use of your Bardic Inspiration to use one of the listed effects. You can choose to use this feature after the creature makes its roll and determines whether the attack roll or ability check succeeds or fails, but before the creature deals its damage. 

Temple runner

At 6th level, you gain an additional 10ft of movement and when moving through hostile spells effects (i.e. Ice storm, spike growth) and traps. If you use the dash action you do not  trigger the effects of passing through the spell or trap area. 

Treasure Hunter

Starting at 14th level,  you can now cast 'Comprehend Languages', 'Detect Magic', 'Find Path', 'Locate Object' and 'Identify' spell without expending a spell slot or material components. 

Lair infiltraitor

You have learned the ways that creatures and monsters can use their environments to their advantage and you can stop them from gaining that advantage. You may use this ability to stop a creature from using a single lair action that you have seen until the start of your next turn, you may use this ability an amount of times equal to your proficiency modifier. 

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