Base Class: Bard
Words can move mountains and armies alike and this has never been more true in the capabilities off those in the College of Authors. Though other bards prefer lutes and flutes, these bards love parchment and quill, and devote their lives towards books, rivalling many a wizard. Their purpose of life is to record the world around them. Some can even alter it. Their main source of power is their Bard's Tome.
Bard’s Tome
When you join the College of Authors at 3rd level, you gain proficiency in forgery and calligraphy. You can also read the and write in any common language, however you cannot instantly understand encrypted codes.
You also gain a tome for your collection of epic records and tales which is written in your own shorthand. For someone other than you to read it, they must roll a charisma check to beat 10+ your charisma modifier.
Your tome also grants additional abilities described later down the line. The first allows room for an additional 2 Bardic Inspiration dice.
The second is the Messenger’s Ledger. As an action, you can enchant up to 5 pages of paper or parchment from your tome which are then torn out. Passing them out allows only your chosen users to communicate no matter the distance or plane they are on, for as long as they have the paper in their hand.
The writing appears in a language only your chosen user can read. Anyone attempting to read the parchment who is not one of your chosen 5, only sees random text, unless they have the ability to use true sight.
The parchment is considered flammable, with an AC and HP of 3, if it is targeted directly.
You can only enchant up to 5 pages. If an attempt to make a 6th page is made, the first page made crumbles into unreadable ash.
You regain this ability after a long rest.
Traveler’s Log
At 6th level, you can write of a different plane or place. As an action, you can expend a number of Bardic Inspiration dice to transport or teleport.
1 die: You teleport up to 100 ft to an unoccupied spot.
2 dice: You transport to the ethereal plane, following the rules of the Etherealness spell, until the end of your next turn.
As a bonus action on the same turn, you can expend an additional die to teleport / transport up to 5 willing creatures that you can see. Unwilling creatures must make a charisma saving throw.
Ex. As an action and bonus action, use 3 Bardic Inspiration dice to transport yourself and 5 willing creatures into the ethereal plane until the end of your next turn.
Extended Traveler’s Log
At 14th level, your travelling abilities have been pushed further and so gain these additional abilities to use on top of your 6th level Traveler’s Log.
3 dice: As an action, you transport to a plane you are familiar with of your choice for 1 minute or until you dispel it as a bonus action. You appear in an unoccupied area. If you don’t specify an exact location, the DM has discretion to place you wherever them deem appropriate.
As a bonus action on the same turn, you may expend an additional die to extend your time in a different plane indefinitely - until other transportation/teleportation features or abilities would move you, normally. (This feature can work in the same bonus action feature as Traveler’s Log but has to use an additional die)
Ex. As an action and bonus action. Using 5 Bardic Inspiration dice allows you and 5 willing creatures to transport to a plane you're familiar with, indefinitely.
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