Bard
Base Class: Bard

 Unlike most Bard colleges, which focus on honing a particular discipline, the College of the Renaissance Artist focuses on training bards that are excellent generalists. The education of this school focuses on a well-rounded curriculum, emphasizing the study of other adventuring classes. Bards in this college usually hone both body and mind. They may not be the best at anything, but they are often good at everything.

Bonus Proficiencies

When you join the College of the Renaissance Artist at level 3, you gain proficiency with martial weapons and 5 artisans tools of your choice. You can use weapons you are proficient with as foci for your bard spells. 

Enlightened Defence

You have trained in the defensive techniques of the monks. You add your wisdom modifier to your dexterity bonus when you determine AC. 

Arcane Study

You have studied magic as the wizards study it. When you join the College of the Renaissance artist at level 3, gain two cantrips from the wizard spell list. At 3rd level and every odd Bard level after, when you choose a new spell, you may choose to take spells from the wizard spell list. Your spellcasting attack modifier for spells from the wizard spell list is your Intelligence modifier + half of your Charisma modifier rounded up. Your spellcasting for Bard spells is your Charisma modifier + half of your intelligence modifier rounded up. 

Extra Attack

Starting at 6th level, you embrace the study of the Fighter. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Brute Force

Also at 6th level, you gain the ability to use brute force to solve problems. Barbarians have a knack for solving a wide variety of problems using strength alone, and you have incorporated these methods into your own studies. You gain a bonus to all skill and tool checks equal to your strength modifier. 

Renaissance Weapon

At 14th level, your study of artifice allows you to make your weapon as flexible as you are. As a bonus action, you may expend a use of bardic inspiration to change the damage type of a weapon you touch for one minute. If you do, replace all damage types dealt by the weapon with any damage type of your choice. If you do, you gain a +2 bonus to attack and damage rolls with that weapon for the duration. The weapon's appearance changes to display this change in damage type. Weapons modified in this way are considered magical.

You may also make magical alterations to a weapon. As a bonus action, you may expend a use of bardic inspiration to make one of the following changes to a weapon you touch for 1 hour. These changes cannot be given to a weapon that already has a property with the same name. You may have no more than two of these alterations present at once on any weapon:

Reach: Your weapon gains up to 10 ft of reach. 

Versatile: Reduce the damage die of a two-handed weapon by one size, allowing it to be wielded in one hand, or increase the damage die of a one-handed weapon by one size, with the restriction that it must be wielded in two hands. 

Thrown: A melee weapon modified with this alteration gains a ranged throw attack with a range equal to 10x your strength modifier.

Melee: A ranged weapon modified with this alteration does not have disadvantage when attacking a creature within 5ft. 

Light: A weapon modified with this alteration may be dual wielded with another light weapon. This does not negate the two-handed property.

Finesse: A weapon modified with this alteration may use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This may be applied to ranged and melee weapons. 

Returning: This alteration binds a weapon to its "owner" for an hour. A weapon modified with this alteration can be summoned to its owners hand with a bonus action. It can be summoned as long as it is on the same plane of existence as its owner.  (for the purposes of this ability, the owner is whomever the weapon is bonded to with this alteration).

Vicious: When this weapon gets a critical hit, maximize the damage it deals. 

Maiming: Once per turn when you hit a creature with this weapon, you may reduce that creatures movement by 5 ft.

Sundering: Once per turn when you hit a creature with this weapon, you may reduce that creature's AC by 1 until the end of your next turn.

Accurate: Once per turn when you hit a creature with this weapon, you may reroll one of the damage dice for that weapon. You must use the new result.

Smashing: Once per turn when you hit a creature with this weapon, you may move that creature 5 ft in any direction. 

Magical: You gain a +1 to attack and damage rolls, and this weapon counts as a magic weapon. This effect cannot be given to weapons that are already magical, unless they became magical through the use of Renaissance Weapon.

Baneful: Creatures dealt damage with this weapon cannot regain hit points until after the end of their next turn.

Blessed: This weapon deals double damage to undead. 

 

 

 

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