Base Class: Bard
For the few bards hailing from the College of Legends, it is not enough to share with the world the tales of triumph and bravery: they seek to relive them. Seeking out the most grandiose stories, bards of this college can wield the power of mythic figures through song, as well as bolster allies with ancient strength through their inspiration.
Epic Inspiration
When you join the College of Legends at 3rd level, your ability to inspire is empowered by your knowledge of legends. When you roll a Bardic Inspiration die to give to a creature and roll a 1, you may reroll the die. You must take the second result, even if it is another 1.
Ode to Heroism
Also at 3rd level, the music that brings about your magic is imbued with invigorating power. After you cast a spell of 1st to 3rd level, you may choose one creature you can see within 60 feet of you. The creature gets a bonus to ability checks, attack rolls, damage rolls, AC, or saving throws (the creature's choice) equal to the spell's level. The effect lasts for ten minutes, or until the creature takes damage. A creature that cannot hear you cannot gain this benefit.
You can use this feature for three levels of spells, and regain all expended levels after finishing a long rest.
Mythic Verse
At 6th level, you can recite a musical tale that empowers one with the strength of a bygone idol. Using an action, choose yourself or a creature you can see within 30 feet of you. The creature gains abilities according to the verse you chose. The effects of the verse last for 1 minute, until you use this feature on the creature again, or until the creature falls unconscious.
Dragon's Verse
- The creature gains a flying speed equal to their walking speed.
- The creature gains resistance to fire damage.
- The creature's weapon attacks deal an additional 1d6 fire damage on a hit.
Guardian's Verse
- The creature gains temporary hit points equal to 10 + your Charisma modifier.
- The creature cannot be charmed or frightened.
- The creature has advantage on Wisdom saving throws.
Mage's Verse
- The creature can cast magic missile as a 1st level spell at will.
- The creature has advantage on all Intelligence skill checks.
Thief's Verse
- The creature's base walking speed increases by 10 feet.
- The creature has advantage on Dexterity (Stealth) checks.
- Once during the duration of this feature, the creature can use an action to become invisible until the start of its next turn.
Warrior's Verse
- The creature adds 1 to their AC, attack rolls and damage rolls.
- The creature can make one additional attack when taking the Attack action.
After you use this feature, you must finish a long rest to use it again.
Beginning at 14th level, you can use your Mythic Verse feature twice between rests, and beginning at 20th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses.
Might of the Ages
Starting at 14th level, your allies' resolve becomes nearly unbreakable with you in their presence. When a creature you can see within 30 feet of you succeeds on an attack roll, you may give them temporary hit points equal to your Charisma modifier + your proficiency bonus.
You may use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after finishing a long rest.
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