Bard
Base Class: Bard

Bards of the College of Engineering are keen inventors who combine artistry with practicality to push mortals forward. Villages often employ these bards to improve the infrastructure and aid in modernizing their people.

A Flight of Fancy

At 3rd level, you know how to tinker with what you've got on hand.

You gain proficiency with Tinker's Tools. Using these tools, you can (as an action) engineer a makeshift engine for a Medium object weighing no more than 60 pounds within 5 ft. of you for the next minute.

As a bonus action, you can command the object to fly at high speeds up to 15 ft. in a direction of your choice. If you have more than one engine, they all go in the same direction - if it would collide with a creature, it must make a Dexterity saving throw or take bludgeoning damage equal to 1d8 + your Charisma modifier, and be knocked Prone.

You can create a number of engines equal to your Charisma modifier, and regain any expended uses when you finish a long rest.

Inspired Invention

Also at 3rd level, you can tap into your pool of magic and use it to create form from your imagination.

You or a creature that has your Bardic Inspiration can expend its use to create a Small, mundane object of your choice. The object lasts for 1 hour before disappearing.

Visual Learning

At 6th level, you know how to break down magic to its basic components for quick memorization.

When you see a creature within 60 ft. of you cast a spell, you can use your reaction to expend a use of your Bardic Inspiration to memorize the components and incantations of the spell - the spell is added to the list of spells you know for the next hour.

Great Flying Fortress

At 14th level, you have created an object of immeasurable creativity and potential. It can take the form of a ship in a bottle, a model, or another form of your choice.

As an action, you can command this object to undergo a transformation in an unoccupied space - the object rapidly grows into a floating fortress that remains until you use an action to dismiss it, which only happens if the fortress is empty and causes any non-living objects to shrink and remain in the fortress.

The Fortress is a square tower, 20 ft. on a side and 30 ft. high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors (decorated to your specifications), with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof of the structure. When you use this feature, the structure has a small door on its side, which faces you - this door only opens at your command, which you can speak as a bonus action. It is immune to the Knock and similar magic.

The Fortress is made of materials of your choice, and its magic prevents it from being tipped over. The roof, door, and walls each have 100 hit points, immunity to damage from nonmagical weapons (except Siege Weaponry), and has resistance to all other damage. The Fortress has a flying speed of 3 miles per hour, and repairs itself whenever you finish a long rest.

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