Bard
Base Class: Bard

Of all the disciplines one can practice in order to obtain power, many ignore a simple solution; to find within your natural talent. Talent you are born with, and can hone with your personality, dedication, and of course, ability. Students who take on this path are often unaware of their own capabilities; but nonetheless are trained to become something significant.

A conjurer is someone who uses their aura to create something from what is effectively nothing; as opposed to an emitter who's creations are pure aura, a conjurer uses that aura to generate a real object. Generally, conjurer skills fall into one of two categories: 

Literal conjurers are the type who make real items and use them for their intended uses. Learning a variety of different weapons, tools, and such, they are more akin to what a typical wizard conjurer might be inclined to do with pure magic.

Abstract conjurers are a separate breed; they take items and set upon them rules; supernatural abilities from which the conjured object is fundamentally changed. The obvious downside is, you likely cannot make a great variety of items this way; but what you do make is quite powerful indeed. 

Students of the College of Conjurers are abstract conjuration bards, capable of making beautiful combinations from the inspiration and ideas of those around them.

Conjuration Specialization

When you join the College of Conjurers at third level, you begin mastercrafting your perfect, personalized conjuration tool. Choose one of the three types in the table below. Each one requires extensive knowledge of the object being conjured. It's exact makeup, what it tastes like, smells like, and every and all details of it's very existence to conjure. the more precise the imagination, the more accurate the conjuration. For this reason, you must have proficiency (if applicable) with what you are attempting to conjure, and if you use a non-bard class feature, the conjuration vanishes. Conjuring the item requires an hour long ritual, but lasts for 7 days after conjured. Below are the three main types of conjured items. Choose one to be your conjuration specialization, which will evolve as you grow in level.

Weapon: You conjure a weapon of a certain type. You gain proficiency with that type

Book: You conjure a tome capable of holding your bard spells within them, as well as other knowledge, secrets and notes. This becomes the only spellcasting focus you can use to cast your bard spells.

Tool: You conjure a tool, such as cook's tools or thieves tools. These tools are the easiest to set abstract rules onto, and may have an additional ability imbuement (see below).

 

Ability Imbument

Once you have decided on your path of conjuration between weapon, book and tool, you then go on to define what is infused into it's rules. Each time you gain a subclass feature in this class, you may pick one (or two if you are using a tool conjuration) new options from the ones listed, as long as you match the listed level and other prerequisites. When conjuring an item, it can have an amount of imbuements on it up to your prof bonus halved, rounded down.

Third Level Imbuements

Quick Copy

You can touch a non magical object with a hand, making an illusory object that looks identical in your other hand. Your conjured tool can interact with it as if it were real, but all other interactions reveal it is an illusion.

Evasive Dance

If on your turn you take an action that deals no damage to any creatures, you may follow it up with a bonus action to enter an evasive dance. You take the dodge action until the end of your next turn.

Sudden Reach

Your spell's range, and your melee attack reach is increased by 5ft. This does not affect the range of self spells.

Parry 

You may use a reaction, as well as your conjured object to parry an attack, adding 5 to your AC against that attack.

Lucky Die

When you roll initiative with your conjured weapon, you may roll a d6. On a 1, you have disadvantage on all attack rolls. On a 2 or a 3, you have disadvantage on ranged and spell attack rolls. On a 4 or a 5, you have advantage on melee attack rolls. On a 6, you have advantage on all attack rolls.

Traveler's Notebook

You can expend a first level spell slot as an action in order to gain the ability to cast a single cantrip of your choice as if it were a bard cantrip for the next hour.

Sixth Level Imbuements

Starving Blade

When you take the attack action, you may make an additional attack as a part of that action. 

Chain Jail

When a creature you can see within 30ft of you fails a saving throw during your turn, you may use your conjured item to create chains that wrap around the creature. they are also restrained until the end of their next turn. A creature who was restrained this way on their previous turn cannot be restrained again.

Weightless

You may stand or sit upon your conjured object, using it as if it were a [Broom of Flying]

Tempest

Each and every time you use your conjured object as part of an action, bonus action, or reaction, you may also cast the gust spell as a part of that action.

Solar Flare

When a creature you can see within 30ft of you fails a saving throw during your turn, you may use your conjured item to make a flash of light that blinds the creature who failed. they are also blinded until the end of their next turn. A creature who was blinded this way on their previous turn cannot be restrained again.

 

Fourteenth Level Imbuements

Generic Infusion

Your conjured object takes on the properties of a magical item you own that requires attunement. it still follows all the same rules as that item. If the item is a weapon and your conjured object is not a weapon, it still has no ability to make anything but improvised attacks. It only gains the magical effects of that item, and can only be used in ways the item can be used in.

Chromatic Infusion

You may infuse your conjured item to allow you to spew forth chromatic energy. Pick between fire, cold, lightning, thunder, or acid damage. You may use an action to spray out a 90ft cone of that type from your conjured item, using your spell save DC on a dexterity saving throw. Those who fail take 1d8 times your bard level in that damage type.

Nen Beast

You conjure a fearsome beast, infused from your conjured item. It is incorporeal, but can manifest itself enough to give you half cover, attacking any creature who attacks you with a bite. Base damage 2d6, using your charisma modifier for the attack and damage roll (it is proficient, using your bonus). It does not have a turn in the initiative or hit points, and is not considered a creature, simply doing these tasks automatically. 

Curse Eater

You may set your conjured object to draw in curses for you; when you would be afflicted by a curse or similar negative effect with a duration longer than a minute, you may use an action to draw that into your conjured object. It resides within the object until it expires, upon which, whatever creature is holding the object is afflicted (assuming it's duration persists).

 

Aura Training

At 6th level, you conjure enough aura to leave some for yourself, and not just for your conjured object. While the object is out and you are holding it, you shroud yourself in aura. Your armor class is determined by the object type

Weapon: 10 + your weapon's to hit bonus, ignoring ability score (so only prof and magical bonus from the weapon itself).

Book: 10 + Charisma Modifier. 

Tool: 10 + Bard Level divided by 2.

When your Bard level exceeds 10, you may replace the 10 in these calculations with your warlock level.

Specialized Conjuration

Also at 6th level, you gain a proper use for your conjured objects, allowing them to shine in their own unique way.

Weapon: You may expend one spell slot of any level as a bonus action to coat your weapon with a magical grease for 30 seconds. At first level, this grease makes the weapon deal 1d6 additional damage. At third level, the damage becomes 1d8. at fifth level, this damage can be any type, not just your weapon's damage type. At 7th level, it becomes 2d8. At 9th level, it becomes 4d8.

Book: You may expend one spell slot of any level as a bonus action to empower one of your magical secrets for 12 seconds. If it is a spell with a saving throw component, the creature has disadvantage on that saving throw. If it has a spell attack, it has advantage. By expending a 4th level or higher slot, they or you roll 3 die, instead of 2. By expending a 6th level or higher slot, roll one time with advantage or disadvantage respectively (2 die). then, you may choose to redo that roll.

Tool: You have expertise with your tool. When you use that tool in order to make an ability check and succeed, you gain temporary hit points equal to the amount rolled. If done in combat as an action or bonus action, you gain double that amount.

Master of Conjuration

Upon reaching 14th level, you gain the final, unique ability of your conjuration type, cementing your power at it's peak:

Whirling Weapon: You may attack with your weapon without it being in your hand, but instead being flung through the air weightlessly. You can consider any of your attacks thrown attacks with 120ft range, 200ft long range as the weapon floats through the air to make it's attacks. When making a thrown attack, you can add your bardic die to the damage twice, to a maximum of 2d12 additional weapon damage. You may also spin your weapon rapidly, allowing it to suddenly change direction. instead of choosing a single creature within range when making an attack, you may choose two creatures that are within 10ft of one another. You may also return the weapon to your hand as a item interaction.

Bandit's Secret: Your book becomes a repository for the most terrifying secrets possible. The first time you cast a spell from among your magical secrets in a day, it does not expend a spell slot. Your magical secrets gain 2 additional slots: when you see a spell cast, you may store the spell within these slots in your book for the next minute, giving you the ability to cast them (this is the only way to fill the new slots). While you have this feature, if you gain additional magical secret slots (such as learning the feature at level 18), you must steal your new secrets. Instead of choosing them normally, you must first touch a creature physically who knows the spell. you must also be aware of the fact that they know the spell, and of the spell's exact abilities and effects (the spell must still be eligible for magical secrets. Non approved homebrew will not work as normal) as well as having seen them cast the spell with your own eyes. Finally, within one hour of all of these conditions being met, the creature must touch your conjured book. If all of those conditions are met, the creature permanently loses the ability to cast that spell, and you gain it as a magical secret.

Ultimate Utility: Your tool becomes the ultimate utility, allowing it to be used as any kind of tool in existence that you have proficiency in. In addition, you may use your expertise with this tool on any ability check that includes it, stacking on top of any normal proficiency you'd have with that skill. Whenever you make a successful skill check while in combat, any number of creatures you can see take damage of a type of your choice equal to the amount rolled, once per turn. This check should have a logical explanation for the damage taken, otherwise it deals zero damage instead. (Ex. A particularly mean comment might deal psychic damage, or a good investigation check might allow for a cave in).

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