Bard
Base Class: Bard

In the world of Xenathrica there is no more famed schools than that of the Lemni Conservatories, primarily hosted on the continent of Thrakian. The Lemni Conservatories are the only certified practitioners of channeling, but they also have the world's biggest libraries and train, as well as hire, the largest number of historians. Most of those historians are bards, as paper is a recent and expensive invention and reading and writing is very rare, even among nobility. History up until recently was stored through ballads; epics; stories; and, very rarely, stone tablets. These bards work in the libraries of the conservatories, travel the world gathering history and spreading it, and teach their own classes throughout countryside. Like other bards, these historians love to joke around and relax, but almost never at the expense of recording history. 

Bonus Proficiencies

When you join the College of Epics at 3rd level, you gain proficiency with calligrapher's supplies and mason's tools.

Story Collector

Also at 3rd level, you seem to have a story that could be helpful in any occasion. Whenever a creature attempts to make a skill check, you can perform a part of a story that may lend some useful knowledge to the creature. Make a Charisma (performance) or Intelligence (history) check. If the result would beat the DC of the attempted check, the creature gains a bonus to their check equal to your Charisma modifier. If you roll a natural 1 the creature instead gets a penalty to their check equal to your Charisma modifier. You can use this ability a number of times equal to your proficiency bonus as an action, but can use it additional times if you spend one minute to prepare. You regain all expended uses when complete a long rest.

Song of Adventure

At 6th level, you learn how to string together magical verses to influence your groups travel. When you gain this feature choose three of the following Verse options. You gain another one at 11th and 16th level. When you finish a long rest you can choose to craft a song of adventure for the day ahead, if you do so expend one Bardic Inspiration. Roll your Bardic Inspiration die, you gain that many Verse Points to use on your songs through the day. When you travel you can select any number of different Verses, expending Verse Points for the cost of each Verse, and gain the benefits of each Verse for you and your companions which lasts until you take a short or long rest unless otherwise specified in the Verse. You can only have one song active at a time, which you can cancel earlier at no cost. Your Verse Points last until you complete a long rest. When you make your song, after you spend you Verse Points, you can attempt to empower the song. To do so make a Charisma(performance) check, the DC is equal to 10 + the number of Verse Points spent on the song. If you succeed all the Verses get their empowered bonuses as well. Rolling a 10 or higher, but fail the check, and the song is unaffected. Anything less than a 10 but not a natural 1, and the spell continues but the highest cost Verse doesn't take effect, ties decided randomly. A natural 1 and all the Verse Points are spent and the song has no effect at all.

Verse of the Astute (Cost 2)

Your voice is soothing to the beasts of burden used by your party. Friendly beasts within 60 feet of you have advantage on all ability checks and saving throws. Allies within the same range may add an additional 1d4 to any Wisdom (animal handling) check.

Empowered.

You can understand and decipher noises from beasts, which can communicate simple ideas and emotions.

Verse of the Famished (Cost 1)

Finding food while traveling is never a problem for you. You and your companions can forage at any travel pace and have advantage on ability checks made to do so.

Empowered.

Your and your companions gain temporary hit points equal to the maximum roll of your Bardic Inspiration die.

Verse of the Fatigued (Cost 3)

The music you craft forms a protective barrier to keep you and your friends safe after an exhausting day of travel. You can can cast Leomund's Tiny Hut once innately, requiring no components or spell slots. When you cast Leomund's Tiny Hut in this way, creatures that rest within the hut reduce their exhaustion by one extra level when they complete a long rest. This verse lasts until you finish a long rest.

Empowered.

Creatures that complete a long rest within your hut remove all levels of exhaustion.

Verse of the Hidden (Cost 4)

This verse allows your group to travel stealthily across all terrain. You innately cast Pass without Trace without requiring components and concentration.

Empowered.

When this verse is empowered, Pass without Trace lasts for 8 hours instead of 1.

Verse of the Inquisitive (Cost 3)

The music of this verse makes clues and signs more apparent, every detail sticks out like a sore thumb. Allies within 60 feet of you have advantage on Intelligence (investigation) and Wisdom (perception) checks.

Empowered.

Whenever an ally makes an Intelligence ability check within 60 feet of you that they are proficient in, they double their proficiency bonus for the roll. If that creature would already double their proficiency bonus for that roll, they instead gain a bonus to the roll equal to your Charisma modifier.

Verse of the Lively (Cost 4)

A magical ballad turned inspiration, and infused with a mystical verse. When you use this verse, each ally within 30 feet of you gains a bardic inspiration die from you. This bardic inspiration die lasts for 24 hours or until you take a long rest, whichever comes first.

Empowered.

When a creature expends the bardic inspiration granted by this verse and still fails their roll; they may roll the bardic inspiration die again, taking the higher number.

Verse of the Resolute (Cost 3)

Your song of adventure can provide the energy to push back fatigue. Allies within 60 feet of you have advantage on saving throws to resist exhaustion.

Empowered.

If an ally within 60 feet of you has more than one level of exhaustion, they only suffer the penalty of the first level of exhaustion.

Verse of the Spirited (Cost 2)

Weather and other mundane effects cannot impede your travels You and your companions have advantage on saving throws made to resist natural effects, i.e. weather.

Empowered.

Weather can't slow your groups speed past a normal travel pace.

Verse of the Swift (Cost 3)

Your group travels supernaturally fast aided by the magic of your song. When travelling you and your allies within 60 feet of you can travel an additional 2 miles a hour or 14 miles a day.

Empowered.

You and each of your allies within 30 feet of you when you use this verse, gain an additional 10 feet of movement for the next 8 hours. The bonus travel speed increases to an extra 3 miles a hour or 20 miles a day.

Verse of the Tranquil (Cost 2)

Those affected by this verse seem to be as graceful as wind. Allies within 60 feet of you have advantage on Dexterity ability checks.

Empowered.

When an ally within 60 feet of you makes a Dexterity ability check and rolls a 9 or lower, treat that roll as a 10.

Verse of the Vagrant (Cost 2)

More than magic this verse just outlines the seven basic steps of survival. Whenever an ally makes a Wisdom (survival) within 60 feet of you, they may do so at advantage.

Empowered.

You cannot become lost, even by magical means, and always know which way is north. These effects last for 8 hours.

Verse of the Wary (Cost 4)

This verse adds an ever-present itch to jump into battle. You and your allies within 60 feet of you can't be surprised, and your allies receive a bonus to their initiative rolls equal to your Charisma modifier.

Empowered.

At the beginning of combat roll one of your bardic inspiration dice, for the first round of combat your allies within 60 feet of you gain a bonus to attack rolls equal to the result rolled.

Heroic Inspiration

Starting at 14th level, when you inspire someone you can instill them with legends about the heroes of yore. When you use your bardic inspiration to inspire a creature choose one of the following options: Inspiration of the Warrior, Inspiration of the Scoundrel, Inspiration of the Scholar, Inspiration of the Priest, or Inspiration of the Minstrel. While the creature is inspired by you they gain advantage on ability checks, attack rolls, and saving throws made with the ability tied to the type of inspiration you choose. Warrior is Strength, Scoundrel is Dexterity, Scholar is Intelligence, Priest is Wisdom, and Minstrel is Charisma. In addition your Bardic Inspiration now lasts for 1 hour or until used.

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