Base Class: Bard
Tales of heroes and their heroic deeds are plentiful in a world so full of danger and adventure. As such, it is not the nature of the heroes that makes a tale stand out but the nature of the storyteller, and no bards are better suited for this task than the bards of the College of Heroes. These bards are masters of storytelling, knowing how to enhance a mundane story to exhilarating, jaw-dropping levels for the sake of inspiring and shocking their audiences. But this isn’t their only skill; bards of the College of Heroes are also history buffs, obsessed with reading about heroes and chronicling their deeds. As such, it is far from uncommon to find these bards as members or patrons of adventuring parties.
Storyteller's Knack
Beginning when you choose this College at 3rd level, you have an incredible knack for storytelling. You gain proficiency in the Intelligence (History) and the Charisma (Performance) skills. Finally, you also gain proficiency with Calligrapher's supplies.
Ancient Hero
Also at 3rd level, you’ve learnt how to summon a manifestation of heroism to accompany you on your travels. At the end of a long rest, you can call forth a heroic spirit which manifests in an unoccupied space within 15 feet of you, known as an Ancient Hero. The spirit is friendly to you and your companions, and obeys your commands. When you summon the spirit, choose one of the following forms: Warrior, Mage or Healer. The spirit’s form determines its appearance as well as certain traits in its stat block.
Ancient Hero
Medium humanoid
Armor Class 15 (natural armor) + 2 (Warrior Only)
Hit Points 10 + five times your bard level
Speed 30 ft.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 30 ft., passive Perception 12 + PB
Languages speaks and understands the languages you speak.
Challenge — Proficiency Bonus (PB) equals your bonus
Summoner's Might. The hero adds your proficiency bonus (PB) to all ability checks and saving throws it makes.
Ancient Fortitude. If the hero takes damage that would reduce it to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage came from a critical hit. On a successful save, the hero drops to 1 hit point instead.
Healing Aura (Healer Only). Each creature of the hero's choice that starts its turn within 10 feet of it regains 1d4 hit points.
Chromatic Exchange (Mage Only). When the hero uses Arcane Bolt, it can choose to exchange the damage type from force to one of the following of its choice; acid, cold, fire, lightning or poison damage.
Actions
Spirit Sword (Warrior or Healer Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target it can see. Hit: 1d8 + PB force damage.
Healing Light (Healer Only). The hero chooses one creature within 30 feet of it, which regains a number of hit points equal to 1d6 + PB. This has no effect on undead or constructs.
Arcane Bolt (Mage Only). Ranged Spell Attack: your spell attack modifier to hit, 90 ft., one target it can see. Hit: 1d10 + PB force damage.
Sense Magic (Mage Only). The hero casts detect magic.
Reactions
Protection (Warrior Only). When a creature the hero can see attacks a creature other than itself within 5 feet, it can use its reaction to impose disadvantage on the attack roll.
In combat, the spirit shares your initiative count, but takes its turn immediately after yours. 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 can take any action of its choice, not just Dodge.
The spirit disappears when it drops to 0 hit points, when you use this feature again or when you are killed.
Ancient Guidance
At 6th level, you can draw upon the feats and accomplishments of ancient heroes when you perform. While your Ancient Hero is summoned, your Bardic Inspiration dice gains a new benefit depending on its form:
Warrior. When a creature rolls one of your Bardic Inspiration dice and adds the result to an attack roll, it can also add the result to its damage roll.
Mage. When a creature rolls one of your Bardic Inspiration dice and adds the result to a saving throw or ability check, it can reroll the die and choose the higher result.
Healer. When a creature rolls one of your Bardic Inspiration dice, it gains a number of temporary hit points equal to the highest number on the die. In addition, it can choose to regain a number of hit points equal to the result of the roll, instead of adding it to a saving throw, attack roll or ability check.
Heroic Inspiration
At 14th level, your tales and ballads of epic heroes always leave a lasting impression on your audience. When a creature rolls a Bardic Inspiration die granted by you, it can keep the die. The die isn’t expended until the second time it is used. Once a creature has done so, it cannot benefit from this feature again until you finish a long rest.
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