Base Class: Bard
College of All Trades, they incorporate the very thing a bard is. nuf said.
Basic Combat Training.
When you join the College of All Trades at 3rd level, you go through basic combat training.
- Gain medium armor proficiency.
- Learn proficiency with a weapon of your choice.
- Choose a fighting style.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5ft. of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Broad Magic Horizon
Also at 3rd level, you broaden your Magic Horizon.
- Learn a single cantrip, it can be from any class.
- Learn a single eldritch invocation.
- You can change the eldritch invocation every time you gain a level in this class.
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a 3rd level spell slot. You can’t do so again until you finish a long rest.
Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5ft. from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft..
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a 3rd level slot. You can’t do so again until you finish a long rest.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300ft.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30ft. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Grasp of Hadar
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10ft. closer to you.
Lance of Lethargy
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 ft. until the end of your next turn.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using 4th level spell slot. You can’t do so again until you finish a long rest.
Mire of the Mind.
Prerequisite: 5th level
You can cast slow once using a 2nd level spell slot. You can’t do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldy Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 ft. away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a 3rd level spell slot. You can’t do so again until you finish a long rest.
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a 2nd level spell slot. You can’t do so again until you finish a long rest.
Thief of Five Fates.
You can cast bane once using a 1st level spell slot. You can’t do so again until you finish a long rest.
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Trickster's Escape
Prerequisite: 7th level
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight.
Hunting Experience
At 6th level, you honed through hunting your skill with your weapon and learned how to coordinate it with magic. You also became more familiar with the surroundings.
- You can attack twice, instead of once, whenever you take the attack action on your turn.
- You can attack as a bonus action, after using your action to cast a cantrip.
- you can choose one type of favored terrain : arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Arctic
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Coast
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Desert
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Grassland
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Mountain
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Swamp
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Underdark
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
True Jack of all Trades
Starting at 14th level, you become the true Jack.
- Gain a new feat.
- Learn a new language.
- Learn proficiency with a tool.
- Gain half proficiency rounded up at all Ability Checks.
- You fulfill all class and proficiency requirements.
Previous Versions
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4/26/2021 6:57:09 AM
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