Bard
Base Class: Bard

"Ambition is about beginnings. It is not just about the heights, but the lows that preceded them."

Ardent Teachings

When you join the College of Ambition at 3rd level, your guiding heart empowers those around you. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 30 feet when you cast it. You also can use the Help action as a bonus action.

At 14th level, your Help action can affect two allies at once.

Invigorant Inspiration

At 3rd level, your desire to see to the success of yourself and others knows no bounds. When a creature gains a Bardic Inspiration die from you, you gain an Ambition die. Your Ambition die is always one die size lower than your Bardic Inspiration die. It lasts for 10 minutes or until used on one attack roll, ability check, or saving throw.

Aura of Possibility

Starting at 6th level, your ambitious spirit invokes an essence of fortuity that bolsters all that fellowship with you. As an action, you grant all allies within 10 feet of you a plus to their ability checks equal to your Charisma modifier for 1 hour.

Once this action is taken, you can’t do so again until you finish a short rest, unless you expend a Bardic Inspiration die to use this action again.

Spirit of Moxie

Also at 6th level, your appetite for success now hastens those around you to insure you are always one step closer to your goal. When you roll initiative, you can choose a number of creatures up to your proficiency bonus. You and the creatures you chose gain a bonus to this initiative roll equal to your Charisma modifier.

Absolute Aspiration

At 14th level, your vigorous zeal has no equal and now can be bestowed upon others. As an action, you can touch a willing creature and imbue them with ambitious power. For 1 minute, the creature gains the following:

    • The creature gains a plus to attack rolls equal to your Charisma modifier.
    • When the creature hits a target with a weapon or spell attack, that target takes an extra 1d10 force damage.
    • The creature gains resistance to all bludgeoning, slashing, and piercing damage.
    • As a reaction to taking damage from a target, the creature can force a Constitution saving throw. On a fail, the target takes 3d6 force damage or half on a success. The DC for this save is equal to 8 + the creature's proficiency bonus + its Charisma modifier.

When this effect ends, the creature gains 1 level of exhaustion. Once you take this action, you can’t do so again until you finish a long rest unless you consume the essence of a magic item you own to take it again. The magic item must be of uncommon rarity or higher. Once consumed, the magic item ceases to exist.

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