Bard
Base Class: Bard

The College of Legends is known for those bards who not only tell stories of heroes from the past, but can also summon their spirits to fight alongside them. These bards are revered and feared, for the power of legends flows through them.

Ancestral Inspiration

3rd-level College of Legends feature

Your deep knowledge of stories and legends gives you a unique understanding of the past. You gain proficiency on History rolls, and you double your proficiency bonus on History rolls.

Additionally, you can use your action to channel inspiration from legends instead of using your bardic inspiration as usual. When you do so, instead of giving a bardic inspiration die, you grant advantage on the next attack roll or saving throw to an ally you can see and hear you. This advantage disappears if not used at the end of your next turn.

Heroic Spirit

3rd-level College of Legends feature

As an action, you can summon the spirit of a legendary hero. The spirit appears in an unoccupied space within 15 feet of you and remains for 1 minute or until you lose all hit points from it, and while the Spirit Hero is present you cannot cast concentration spells. The animate item uses the Spirit Hero stat block you choose, which uses your proficiency bonus (PB). The Hero is friendly to you and your companions and obeys your commands.

In combat, the Hero shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Spirit Hero can take any action of its choice, not just Dodge, but always tries to protect you.

Once you summon a Hero with this feature, you can’t do so again until you finish a long rest, unless you expend 3 uses of your bardic inspiration to use this feature again. You can have only one Hero summoned by this feature at a time; if you use this action and already have a Spirit Hero from this feature, the first one immediately disappears.

SPIRIT HERO ARCHER

Armor Class 12 (natural armor)

Hit Points four times your bard level

Speed 30 ft.

STR
11 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Skills Stealth +4

Senses darkvision 30 ft., passive Perception 10

Languages Any Languages It Knew In Life

Challenge — Proficiency Bonus (PB) equals your bonus

Tools. The Archer has Thieves' Tools and is proficient with them.

Actions

Spirit Arrow. Ranged Weapon Attack: your spell attack modifier to hit, range 120 ft., one target you can see. Hit: 2d4 + PB force damage.

 

SPIRIT HERO MAGE

Armor Class 10 (natural armor)

Hit Points three times your bard level

Speed 30 ft.

STR
10 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
15 (+2)
WIS
14 (+2)
CHA
13 (+1)

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Skills Arcana +4

Senses darkvision 30 ft., passive Perception 12

Languages Any Languages It Knew In Life

Challenge — Proficiency Bonus (PB) equals your bonus 

Actions

Arcane Blast. Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 5 ft. or range 60 ft., one target you can see. Hit: 3d4 + PB force damage.

 

SPIRIT HERO DEFENDER

Armor Class 15 (natural armor, shield)

Hit Points five times your bard level

Speed 30 ft.

STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Skills Athletics +4

Senses darkvision 30 ft., passive Perception 11

Languages Any Languages It Knew In Life

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Spirit Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d4 + PB force damage.

Reactions

Protection. The Defender imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.

 

Power of the Ancients

6th-level College of Legends feature

Since you have more knowledge of legend heroes, you can summon more power from them when you summon them.

SPIRIT HERO Sharpshooter

Armor Class 12 (natural armor)

Hit Points four times your bard level

Speed 30 ft.

STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Skills Stealth +6, Perception +6

Senses darkvision 30 ft., passive Perception 16

Languages Any Languages It Knew In Life

Challenge — Proficiency Bonus (PB) equals your bonus

Tools. The Sharpshooter has Thieves' Tools and is proficient with them.

Hero Aura. The Sharpshooter and all allies within 30 feet of him have a bonus to attacks equal to your Charisma modifier.

Actions

Multiattack. The Sharpshooter makes 2 Spirit Arrow attacks.

Spirit Arrow. Ranged Weapon Attack: your spell attack modifier to hit, range 120 ft., one target you can see. Hit: 2d6 + PB force damage.

 

SPIRIT HERO ArchMAGE

Armor Class 10 (natural armor)

Hit Points three times your bard level

Speed 30 ft.

STR
10 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
13 (+1)

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Skills Arcana +6, Religion +6

Senses darkvision 30 ft., passive Perception 12

Languages Any Languages It Knew In Life

Challenge — Proficiency Bonus (PB) equals your bonus 

Hero Aura. The Archmage and all allies within 30 feet of him have advantage on saving throws against spells.

Actions

Multiattack. The Archmage makes one Arcane Blast attack and cast one spell.

Arcane Blast. Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 5 ft. or range 60 ft., one target you can see. Hit: 3d8 + PB force damage.

Spellcasting. The Archmage uses your spell save and your spell attack modifier, and has following wizard spells prepared:
At will: Sleep, Misty Step, Knock
1/day each: Sending, Invisibility

 

SPIRIT HERO Bastion

Armor Class 16 (natural armor, shield)

Hit Points five times your bard level

Speed 30 ft.

STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)

Damage Resistances piercing and slashing from non-magical attacks

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Skills Athletics +7

Senses darkvision 30 ft., passive Perception 11

Languages Any Languages It Knew In Life

Challenge — Proficiency Bonus (PB) equals your bonus

Hero Aura. When an ally within 20 feet of the Bastion takes damage, half of that damage is taken by the Bastion. This damage can be mitigated by the Bastion if he has any resistance or immunity.

Actions

Spirit Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + PB force damage.

Bonus Actions

Shield Bash. The Bastion tries to push a creature within 5 feet of it. The target must succeed on a Strength Saving Throw (DC 15) or fall Prone.

Reactions

Protection. The Bastion imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.

 

Symphony of Heroes

14th-level College of Legends feature

Upon reaching level 14, your connection to heroes of the past allows you to summon two spirits with the Heroic Spirit feature if you expend 2 uses of your bardic inspiration. Or 5 uses if you have already spent your daily use of Heroic Spirit. Both Spirit Heroes have a different aura from the Power of the Ancients feature.

Additionally, once per long rest, you can make a devastating attack, dealing damage equal to 8d8 + your Charisma modifier as force damage to an enemy within 30 feet. This attack causes the spirits to disappear.

Previous Versions

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