Base Class: Bard
Bards from the College of Adventurers learn from
heroes of old and stories of legend. Bards are jacks
of all trades, and for the College of Adventurers this
statement rings ever true. They combine all the useful
skills of their companions into one, allowing them to
be versatile and supportive. While not having a direct
goal, many adventurer-studying bards live to tell tales of
other heroes or seek to create their own. Stories of heroic
deeds, tales of cunning, magical anomalies, or godly
might fuel the life-blood of these bards.
Talented Adventurer
Starting when you choose this bardic college at 3rd level,
you gain an adventurer’s talent of your choice. Your
adventurer’s talent options are detailed at the end of
this bardic college description. You gain an additional
adventurer’s talent of your choice at 6th level and again
at 14th level.
Barbarian
You’ve learned to fight with primal
ferocity. On your turn, you can enter a rampage as a
bonus action. While rampaging and not wearing heavy
armor, you have resistance to bludgeoning, piercing,
and slashing damage. You can’t concentrate on spells
while rampaging. Your rampage lasts for 1 minute but
ends early if you are knocked unconscious. Once you
have rampaged, you can’t do so again until you finish a
long rest.
Cleric
You’ve gained the ability to channel divine
energy directly from the gods, emboldening your allies
and sanctifying their attacks. As a bonus action, you
choose a creature within 30 feet. The chosen creature
gains temporary hit points equal to your Charisma
modifier + half your level in this class for 10 minutes.
While a creature has temporary hit points granted by
this spell, they can choose to lose these temporary hit
points when they hit a creature with an attack, dealing
additional radiant damage equal to the temporary hit
points they lost. Once you use this talent, you must finish
a short or long rest before you can use it again.
Druid
You can cast the polymorph spell without
expending a spell slot. If you cast the polymorph spell
with this trait, you can only transform yourself into a
beast with a CR less than half your level in this class.
Once you cast the spell with this trait, you must finish a
long rest before you can do so again.
Fighter
You gain proficiency with martial weapons
and shields. You also choose and learn one of the
Fighting Styles available to the Fighter class.
Fighting Styles:
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 5 feet 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.
Monk
While you are wearing no armor and not
wielding a shield, your AC equals 10 + your Dexterity
modifier + your Charisma modifier. In addition, you
can use Dexterity instead of Strength for the attack and
damage rolls of your unarmed strikes and you can roll
a d6 in place of the normal damage of your unarmed
strike. When you use the Attack action and only make
attacks with unarmed strikes on your turn, you can make
one unarmed strike as a bonus action.
Paladin
When you hit a creature with a melee weapon
attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon’s damage.
The extra damage is 1d6 for a 1st-level spell slot, plus 1d6
for each spell level higher than 1st, to a maximum of 5d6.
The damage increases by 1d6 if the target is an undead or
a fiend, to a maximum of 6d6. You can do this a number of
times equal to your proficiency bonus, and you regain all
uses of this feature at the end of a long rest.
Ranger
You’ve learned the hunter’s mark spell,
which counts as a bard spell for you but does not
count against your bard spells known. You can cast
this spell without expending a spell slot as if you had
expended your highest spell slot. Once you cast the
spell using this talent, you can’t do so again until you
finish a long rest.
Rogue
You’ve adopted the quick thinking of clever
heroes that outsmart their foes. You can take a bonus
action on each of your turns in combat to take the Dash,
Disengage, or Hide action.
Sorcerer
You have 2 sorcery points and learn one
of the following Metamagic options available to the
sorcerer class: Careful Spell, Distant Spell, Empowered
Spell, Extended Spell, Quickened Spell, or Subtle Spell.
In addition, you can use an action and expend a spell
slot to gain sorcery points equal to the level of the spell
slot expended. When you finish a long rest, you reset
to 2 sorcery points. When you gain a level in this class,
you can replace the Metamagic option you know and
replace it with another Metamagic option from the list.
Warlock
You learn one eldritch invocation of
your choice. If an eldritch invocation has a level
requirement, you use half your level in this class to
determine your eligibility. When you gain a level in
this class, you can choose one of the invocations you
know and replace it with another invocation that you
could learn at that level.
Wizard
You learn any two spells from the wizard
spell list that are of a level you can cast. These count
as bard spells for you but do not count against your
number of bard spells known. When you gain a level in
this class, you can choose one of the wizard spells you
know and replace it with another spell from the wizard
spell list of a level you can cast.
Party Planner
Also at 3rd level, while a creature has one of your Bardic
Inspiration dice, it can use a bonus action on each of its
turns to take the Help action.
Well-Rounded
At 6th level, choose one skill, tool, and language.
You gain proficiency in the chosen skill and with the
chosen tool, and you can speak, read, and write the
chosen language.
Improvisational Talent
Starting at 14th level, when you finish a long rest, you
can choose one adventurer’s talent you know and
replace it with one you don’t.
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