Base Class: Bard
There are pathways in all things. natural pathways created by routes, mental pathways created by thought, and pathways of mana and other magical energies. leylines, air flows, anything you interact with has pathways of some sort or another. Such paths are traveled casually, without appreciating their existence. The college of pathways recognizes paths through life, using them to inform their magic.
Physical Inspiration
When you join the College of Pathways at 3rd level, you gain the ability to weave your bardic inspiration into a physical object, not just a concept.
That object exists in, but does not take up one square of space (basically spectral), and has a movement speed of 30ft. you can command it to move mentally during your turn. If a Creature moves into or it hit by the object (same space), you may give them gain a bardic inspiration (still expending a charge), but that creature can only be inspired once per turn. Once it gives out an amount of inspiration equal to your proficiency bonus, the object's magic is used up and it vanishes. Creating the object costs one bardic inspiration, however, the first time the object gives out an inspiration does not cost a bardic inspiration.
Pathwalking
Starting at 3rd level, you can change the pathways of certain abilities: when you use your inspiration or an ability that makes a line (such as the lightning bolt spell) you can curve the path slightly, avoiding creatures from being inside of the effect. Your line effects are 10ft wider. You also learn a new ability:
Playmaking: When you cast a non self spell, you may expend one bardic die to make that spell into a line. It has length equal to the spell's level times 10, and 5ft of width (15ft total with the above). all creatures within that line are affected by that spell.
Planet Hotline
At 6th level, you gain the ability to see pathways others might not find. Once per long rest, you may cast Find the Path without expending a spell slot. When your inspiration is sharing a square with a creature on their turn, that creature can use a charge of it to enter Planet Hotline, a state where their focus and power is increased. Until the end of their turn, they can add your bardic die to their attack rolls and damage rolls. When your inspiration is sharing a square with a creature on another creature's turn, they can expend a charge and roll the die; their gain that much armor class until the end of that turn (can't stack). (Expended charges do not cost a bardic from this ability; it simply brings the object closer to expiring)
See Pathways
At 14th level, you learn a technique to see more than the eye can normally see. As an action, you open your eyes to all pathways. during that time, you can see pathways to physical destinations (such as secret passages), pathways of where creatures has moved in the last 24 hours like echos, magical pathways, allowing you to identify magic by looking at it, logical pathways, allowing you to read the intentions of creatures you can see, and more abstract concepts (DM dependent) such as "pathways to victory". While the state is active, you may choose up to 3 additional effects from below:
Metavision: you can see the pathways to any creature as well; you know the positions of all creatures within 60ft of you.
Passing Lanes: When you use a line spell on a creature, they may expend a spell slot of the same level, as well as a reaction to pass the line spell back to you; it travels the same line, affecting the same creatures a second time, as well as you.
Positional Play: Creatures of your choice within 15ft of you have a minus to their armor class equal to your charisma modifier.
Defensive Positioning: when no creatures are within 5ft of you, ranged attacks against you have a -5 to hit, as you can see the paths they will take much easier.
Universe Hotline: Once per long rest, you can cast prismatic wall as an action without expending a spell slot. However, it must be a wall. Your wall spells, assuming you choose wall forms, benefit from all effects that require them to be lines.
Architect of Reality: You may choose to ignore the effects of any magical ability that uses a line to calculate it's area of effect (not including magical effects that count as lines for the purposes of this subclass). You gain a +5 bonus to saving throws against abilities that use cones to calculate it's area of effect.
Long Ball: your bardic inspiration's movement speed doubles to 60ft, and it has double the usual amount of charges. When gaining armor class with a charge from planet hotline, you may use any amount of charges, instead of only one.
Secret Step: your magical abilities can pass through walls, even creations of force, as you can see the points where the wall is at it's weakest.
Pass Flow: When you cast a line spell that affects a creature, you may swap positions with one creature within it's area, as if you both teleported.
This state requires your focus, as if you were concentrating on it, and only ends if that concentration breaks. however, you may still concentrate on a spell while this is active.
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