Base Class: Bard
While anyone able to teleport and having a penchant for performance can join the Wayfarers, the most respected members are the highly-trained cirquelistes. These agile, typically flamboyant performers are masters of teleportation magic. An aspiring Wayfarer must complete an audition, and any character accepted into the Wayfarers must swear an oath.
Those who need to get somewhere quickly know they can trust the Wayfarers to provide teleportation services. Wayfarer cirquelistes are required to pay monthly fees to the guild for each teleportation spell they provide except when their lives or the lives of their allies are at stake. The fee is 20 gp per use of dimension door and 300 gp per use of teleport or other long distance spell. In exchange, the Cirque offers its members protection and rescue in times of trouble and can practically ensure business
Wayfarer's Step
When you join the College of Cirquelistes at 3rd level, you begin to learn the secrets of the Wayfarers. You can innately cast misty step without using a spell slot, and it does not count against your spells known. If dimension door is one of your spells known, you can expend one use of your Bardic Inspiration to cast dimension door as a bonus action without using a spell slot. If teleport is one of your spells known, you can expend one use of your Bardic Inspiration to cast teleport as a ritual.
Extra Passengers
At 3rd level, You can take additional creatures with you whenever you use misty step, dimension door, or teleport. For each use of Bardic Inspiration you expend, you can bring along one additional creature of your size or smaller.
Sense Teleportation
Starting at 3rd level, you can sense recent teleportation. If you come within 60 feet of a location where teleportation either arrived or departed within the last ten minutes, you are immediately aware of it. By using your action and concentrating for one round you can locate the exact location the spell occurred, and by continuing to concentrate for a second round you know whether the subjects were arriving or departing. Finally, by concentrating for a third consecutive round you can sense the area the subjects departed from or arrived at, getting enough information about the area to teleport there as if the area were "seen casually." If you do not follow the teleportation within ten minutes, you lose this sense of that area, and treat that area as "description" (unless you have, in fact, seen it before).
Spellrunner
At 6th level, whenever you cast a spell with a casting time of one action and an instantaneous duration, you may expend a use of Bardic Inspiration as a bonus action to teleport to any unoccupied space you can see within 500 feet that was within the spell's area of effect or adjacent to one of its targets.
Smooth Sailing
Starting at 14th level, you and your passengers have resistance to damage received during the course of a teleportation spell you cast.
Abduct
Beginning at 14th level, your teleportation spells and spell-like abilities can affect unwilling creatures as if they were willing. Choose a creature within your reach and make a melee spell attack against it as part of casting the teleportation spell. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is considered to be a willing creature for your teleportation spell.
Previous Versions
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3/24/2020 11:50:56 PM
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Coming Soon
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