Base Class: Bard
You exist for one reason, to complete one objective. Unlike other bard colleges, those who are in the College of Purpose were chosen by a higher power, it was not their decision to join. While those in the college of purpose may not always know why they were chosen, or how to achieve their goal, they all follow one guideline, when the time comes, you will know what to do. They also do not see those in the college until their goal is achieved. Once their goal is achieved they can communicate to those who have also fulfilled their purpose, sharing stories of their journeys.
Bonus Proficiencies
When you join the College of Purpose at 3rd level, you gain proficiency with either Wisdom or Constitution saving throws.
Til my Dying Breath
At 3rd level, your commitment to the cause is so strong it overrides all else giving you an otherworldly ability to stay up and keep fighting. Whenever damage reduces you to 0 you may make a DC15 Con Saving Throw on a success you take turns as usual and keep you current HP, on a fail you fall unconcious. You continue to make death saving throws as normal, and your speed is reduced to 5 feet.
Other players may attempt to stabilize you, but you cannot stabilize yourself.
Once used, you must finish a long rest before using this feat again.
Godly Vizier Guidance
At 3rd level, you may reach out to the gods for answers concerning your destiny path. You may ask a simple, average, or complex question each one having their own DC Wis saving throw, allowing the Vizier card in the Deck of Many Things to guide you with answers. On a success, you are blessed with knowledge or guidance otherwise, the DC is increased by 2 for each failed attempt until you take a long rest.
Simple DC 10
Average DC 15
Complex DC 18
Inspiring Intuitions
At 6th level, your devotion to your greater purpose is inspiring for those fighting with you. Whenever you take the Attack action you may expend on bardic die to another friendly creature of your choice. They may attack a different creature with advantage that is within reach.
Prophets Direction
At 14th level, you are able to manifest karma to sway the future. As a reaction whenever a creature within 60 feet of you that you can see makes a roll with Advantage or Disadvantage, you can force the creature to roll an additional d20 and you choose which d20 is used for the result. You can do so a number of times equal to your proficiency bonus, regaining expended uses whenever you complete a long rest.
Previous Versions
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