Base Class: Bard
While many bards travel around, few are the ones that truly call the roads their home: wayward travellers collecting tales across different cultures and nations, embarking on wide journeys to get to know and even become the heroes they hear of in their travels.
These bards have a reputation for restlessness, never staying in one town, or at least one establishment, for more than single week or even night, and this translates into their combat abilities: never able to be pinned down and able to make their allies as slippery and untouchable as they are. A wayfinder’s thirst for exploration and enrichment of their own self through it, however, is something only they possess.
Traveler's Lore
Beginning when you first choose this college as 3rd level, your travels have taught you many things. You learn to speak, read and write two languages of your choice, and you gain proficiency in navigator’s tools.
Furthermore, choose between water vehicles, land vehicles or air vehicles (if setting appropriate): you gain proficiency with them, and you add double your proficiency bonus to all checks made with it.
Inspired Step
Also at 3rd level, your wayward adventures have taught you not that getting cornered and always staying on the move is the best path to success. Whenever an allied creature uses one of your Bardic Inspiration dice, you can choose them or yourself.
If you choose your ally, they can move up to 10 feet without provoking opportunity attacks as part of using their bardic inspiration die (no action required). If you choose yourself, you can move up to half your speed without provoking opportunity attacks, and you gain temporary hit points equal to the result on the bardic inspiration die.
From Here to There
Starting at 6th level, your walking speed increases by 10 feet. Furthermore, you gain the following features:
Slipping Away. As a reaction to a willing creature you can see within 30 feet of you being hit by a weapon attack, you can teleport them up to 30 feet to an unoccupied space you can see. You can use this feature once, regaining the ability to use it again when you finish a short or long rest.
Surprise Strike. As a bonus action, you can choose a creature you can see within 30 feet of you. You teleport them to an unoccupied space you can see within 30 feet of you. A creature can then use their reaction to make one opportunity attack against a creature within range. You can use this feature once, regaining the ability to use it again when you finish a short or long rest.
Planar Traveler
By the time you’ve reached 14th level, you’ve learnt to attune your magic to that of the multiverse to aid in your wayfinding journeys. You learn the teleportation circle and teleport spells if you don’t know them already, they count as bard spells for you, but they don’t count against your number of spells known.
Furthermore, once per long rest, as an action, you can enter a state arcane space bending, which lasts for 1 minute. For the duration, at the beginning and end of each of your turns, you may teleport up to 10 feet to an unoccupied space you can see. You can bring along objects as long as their weight doesn’t exceed what you can carry, or up to one willing creature of your size or smaller. The creature must be within 5 feet of you to teleport this way and they teleport to an unoccupied space within 5 feet of your destination.
Alternatively, you can expend the use of this feature to cast the plane shift spell without expending a spell slot.
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