Bard
Base Class: Bard

3rd Level -- Bonus Proficiencies x3

3rd Level -- Wander's Lore

3rd Level -- Traveller's Tricks x2

6th Level -- Traveller's Tricks x1

6th Level -- Improved Tricks

6th Level -- Favourite Trick x1

14th Level -- Traveller's Tricks x1

14th Level -- Improved Tricks 

14th Level -- Second Favourite Trick x1

Level 3: Bonus Proficiencies

3rd-level College of the Traveller’s on the Road feature

When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):

Gaming Set

You gain Proficiency with a gaming set of your choice.

Herbalism Kit

You gain Proficiency with Herbalism Kits.

Languages

You learn two languages of your choice.

Martial Weapon

You gain Proficiency with a Martial Weapon of your choice.

Skill Proficiency

You gain Proficiency with a skill of your choice.

Thieves' Tools

You gain Proficiency with Thieves' Tools.

Gaming Set

You gain Proficiency with a gaming set of your choice.

Herbalism Kit

You gain Proficiency with Herbalism Kits.

Languages

You learn two languages of your choice.

Martial Weapon

You gain Proficiency with a Martial Weapon of your choice.

Skill Proficiency

You gain Proficiency with a skill of your choice.

Thieves' Tool

You gain Proficiency with Thieves' Tools.

Level 3: Wanderer's Lore

3rd-level College of the Traveller's on the Road feature

At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle.
While a creature has a Bardic Inspiration die from you, they may choose to roll with advantage on a single Arcana, History, Nature, or Religion skill check. The creature may choose whether or not to add the Bardic Inspiration die to this roll.

Level 3: Traveller's Tricks

3rd-level College of the Traveller's on the Road feature 

At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveller's Tricks of your choice.

These Traveller's Tricks represent skills, techniques, and useful pieces of knowledge you've picked up along the way from people you have met and bonded with and represent a different class, however if you meet N/PCs with different classes that make sense for certain tricks then that also works. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified. The asterisked Tricks (*) are magical effects. You cannot use a Traveller's Trick if you have already used the same trick and are still benefiting from its effects.

At both 6th level and at 14th level you learn an additional Traveller's Trick.

Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road from your fellow travellers is common sense and an openness to learning new ideas, as well as your openness to your heart. When you pick this subclass, you can choose between Wisdom or Charisma as your ability to affect how powerful your Traveller's Tricks are, as well as how hard they are to counter.

If an option requires a saving, your Traveller's Trick save DC equals 8 + your proficiency bonus + your Wisdom/Charisma modifier.

Acrobatics Lessons

A slick rogue once gave you some pointers on zigging and zagging, in exchange for you teaching them the same skillset in as a performer - be it as a musician or dancer.

When you or an ally makes a Dexterity saving throw, you may expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the saving throw. An ally must be within 60 feet of you and able to see and hear you to benefit from this trick.

At 6th level, if the target succeeds the saving throw against an effect that would deal half damage on a successful save, the target takes no damage instead.

At 14th level, even if the target fails their saving throw they only take half damage from the effect.

Armed Combat Lessons

A seasoned fighter taught you how to use a simple combat stance to wield your weapons more effectively. Their lessons have saved your life on more than one occasion, and every fight you thank them for it.
When you make a weapon attack, you can expend one use of your Bardic Inspiration, adding your Bardic Inspiration die to the attack or damage roll. When you do this, choose one of the following Fighting Styles:

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Duelling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus attack.

You gain the benefits of your chosen Fighting Style for 10 minutes.

At 6th level, you learn how to use your stance to chain your attacks together in deadly combination. Once, while your Fighting Style is active, you may attack twice when taking the Attack action during your turn.

At 14th level, you have learned to shore up any weaknesses in your stance. You gain +1 to your AC while your Fighting Style is active.

Bind the Wound

An experienced paladin instructed you in the basics of combat triage after a particularly hazardous adventure: now when you repeat their lessons it is their kindness that binds you to them, and you to your allies.
When you or an ally within 5 feet of you receives healing of any kind, you may use your reaction to expend one use of your Bardic Inspiration and provide extra healing equal to the number on the Bardic Inspiration die roll + your Wisdom modifier (minimum of 1). You must have at least one hand free in order to quickly staunch the target’s wound.

At 6th level, you have learned to identify a selection of useful herbs that you can carry with you. When providing additional healing with this trick you may also remove the poisoned or paralysed condition from the target.

At 14th level, you have developed a true knack for emergency triage. You may additionally remove a single disease affecting the target of this ability.

Boxing Lessons

A wise monk was happy to share the basic form of the jab and weave, and with a quick boxing lesson you had woven a bond through your shared Focus.
When you take the attack action, you can expend one use of your Bardic Inspiration to quickly execute two unarmed strikes against one or more creatures you could target. You may use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes. The damage die used for these unarmed strikes is the same as your Bardic Inspiration die.

At 6th level, you have finally mastered the “weave” portion of your technique. You do not provoke attacks of opportunity this turn.

At 14th level, your practice has paid off, granting you the use of a slightly Focus-infused attack. When you hit with one of these attacks you may attempt a stunning strike. The target must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Wisdom/Charisma modifier) or be stunned until the end of your next turn.

Conjure Woodland Spirit*

A patient druid shared the secrets of fey forest magic with you, tying the two of you in spirit.
You can expend one use of your Bardic Inspiration as an Action to conjure a forest guardian spirit in an unoccupied space you can see within 60 feet of you. The Guardian Spirit is between Large and Small (you decide when you cast it), and takes the appearance of a spectral animal you feel represents the person who taught you the trick. Any enemy that moves into or leaves a space adjacent to the guardian spirit must make a Wisdom saving throw against your Traveller's Trick save DC, taking magical slashing damage equal to your Bardic Inspiration die on a failure. The guardian spirit will remain conjured for 10 minutes or until you dismiss the guardian spirit, and takes a Bonus Action to move it 20ft.

At 6th level, your bond with the guardian spirit grows even deeper. Any creature dealt damage by your guardian spirit has their speed reduced to 0 for the rest of the turn.

At 14th level, any creature the same size or smaller as your Guardian Spirit who has their speed reduced to 0 by the Guardian Spirit is restrained for as long as your Guardian remains conjured, as it pins them in place. The target can break free by spending an action to make a Strength (Athletics) check against your Traveller's Trick save DC.

Crafting Study*

You got tutelage from an innovative Artificer, and together you marvelled at how the other creates magic through their craft.
When you select this option, You can expend one use of your Bardic Inspiration to gain the benefits of the Enhanced Weapon Artificer Infusion from the Artificer list of class features. The benefits last for 1 minute.

At 6th level, you also gain the benefits of the Enhanced Défense Artificer Infusion from the Artificer list of class features for the duration.

At 14th level, your deep study with the Master Artificer reveals the innermost workings of imbuing items with power. While under the benefits of this trick, you Weapon Attacks with the infused Weapon deal additional lightning damage equal to your Bardic Inspiration die, and the infused armour or shield grant resistance to Bludgeoning, Slashing and Piercing damage for the duration.

Evocation Lessons*

A venerable wizard shared secrets of evocation magic with you after you shared a campfire made warm by their magic spells, and warmer still by your magic stories.
When you select this option, choose a damage-dealing spell you can cast. You can expend one use of your Bardic Inspiration when you cast this spell to change the type of damage it deals to your choice of either acid, cold, fire, lightning, or thunder (chosen when you cast the spell). Add the number you roll on your Bardic Inspiration die + your Wisdom/Charisma modifier (minimum of 1) to the damage dealt by the spell.

At 6th level you may choose to change the spell you had previously selected with this feature to another spell that you know.

At 14th level you may choose to change the spell you had previously selected with this feature to another spell that you know.

Hunting Lessons*

A skilled ranger taught you how to use your magic to pinpoint your quarry’s weak spots after you helped them with an amorous target of their own.
You can expend one use of your Bardic Inspiration to target one creature you can see within 90 feet of you as your quarry for up to 1 hour. For the duration, all weapon attacks you make against the target deal additional damage equal to your Bardic Inspiration die.

At 6th level, you have honed your skills to the point where you can easily track your quarry. For the duration of the effect, you are aware of your target’s approximate distance and direction from you, so long as you are on the same plane.

At 14th level, you can maintain this effect for up to 24 hours.

More Than You Bargained For*

You made a bargain with a haggard warlock and whether it be for better or worse you can draw on the connection between you.
When you select this option, choose an Eldritch Invocation from the Warlock’s list of class features for which you meet the prerequisites. You can expend one use of your Bardic Inspiration to gain the benefits of this Eldritch Invocation for 10 minutes. Doing this requires you to roll your Bardic Inspiration die and take an amount of necrotic damage equal to the roll.

At 6th level, you have learned how to deepen your pact with the warlock you once met. You may choose to take double the necrotic damage you rolled on your Bardic Inspiration die to instead have the effect last for 1 hour.

At 14th level, your pact with the warlock unlocks frightening new power. When you reach 14th level, choose a single spell of 7th level or lower from the warlock’s spell list. You may cast the spell once during this effect without expending any spell slots, although you must cast it at the level of your highest spell slot. In exchange, the spell deals additional necrotic damage to you equal to twice the level at which it was cast.

Reckless Tactics

You learned from a hardened barbarian that sometimes you have to charge into combat with no regard for your own safety, surprisingly this came naturally to you as your bonds with other people is what gives you power.
When you make an attack with a melee weapon that has either the heavy, two handed, or versatile quality, you can expend one use of your Bardic Inspiration to gain advantage on the attack. Add the number you roll on your Bardic Inspiration die + your Wisdom/Charisma modifier (minimum of 1) to the attack’s damage roll. Attacks made against you this round have advantage.

At 6th level, you have learned, through practice, how to push your offense even further. You may impose a -5 penalty to this attack roll. If the attack hits, you add +10 to the attack’s damage.

At 14th level, your experience has taught you how to really go all in. If you have not moved this turn, you may voluntarily reduce your speed to 0 until your next turn to resolve this attack against any number of creatures within 5 feet of you, making a separate attack roll for each target.

Spell Manipulation*

You got inspired by an unpredictable Sorcerer that taught you how to manipulate the flow of Magic, with the cost of the risk of it going wild. Now when you cast the spell they taught you feel the same wild energy that runs through them running through you.
When you select this option, choose a spell that you can cast. You can expend one use of your Bardic Inspiration when you cast this spell to have it be affected by one of the following options.

  • Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell: When you cast a spell that has a range of 5 feet or greater, double the range of the spell.
    When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
    If you cast any spell that includes a teleport, you can double the maximum range of teleportation.
  • Empowered Spell: When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of 1). You must use the new rolls.
  • Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can increase its duration.
    If the duration of the spell is 1 minute, it is extended to 10 minutes. If the duration of the spell is 10 minutes, it is extended to 1 hour. If the duration of the spell is 1 hour, it is extended to 8 hours. If the duration of the spell is 8 hours, it is extended to 24 hours. Extend spell cannot extend the duration of a spell to over 24 hours.
  • Subtle Spell: When you cast a spell, you can cast it without any somatic or verbal components.

    After you cast the chosen spell using this trick, roll a d6. If you roll a 4 or higher, roll on the Wild Magic Surge from the Sorcerer's list of class features table to create a magical effect. If that effect is a spell, it is too wild to be affected by your spell manipulation trick, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.Once you release the surge, the chance of releasing another surge is reduced. Now you consult the Wild Magic Surge table on a roll or 5 or higher. If you produce another surge, afterwards, consult the Wild Magic table only if you roll a 6.

At 6th level you may choose to change the spell you had previously selected with this feature to another spell that you know.

At 14th level you may choose to change the spell you had previously selected with this feature to another spell that you know.

Warding Trick*

A gentle cleric taught you how to channel your magic into a protective veil that shields and protects. Now when you use their Trick, the magic you expel is the same colour as their eyes.
You can expend one use of your Bardic Inspiration as an Action to grant an ally you can see within 60 feet of you a number of Temporary Hit Points equal to your roll on the Bardic Inspiration die + your Wisdom/Charisma modifier (minimum of 1). This ward lasts for as long as you maintain Concentration on it, up to 10 minutes.

At 6th level, your practice allows you to weave wards that retaliate against those who would harm your allies. Any creature who deals damage to an ally with temporary hit points granted by this effect must make a Wisdom Saving Throw. On a failure, the creature dealing damage takes an amount of radiant damage equal to your Bardic Inspiration die.

At 14th level, you have learned how to make your ward even more resilient. For the duration of the effect (10 mins), at the beginning of your turn the target gains a number of Temporary Hit Points equal to your Bardic Inspiration die + your Wisdom/Charisma modifier (minimum of 1). These replace any previous Temporary Hit Points.

Level 6: Favourite Trick

6th-level College of the Traveller's on Road feature 

At 6th level, you have gained enough mastery over one of your Traveller's Tricks that you can use it whenever it's needed. 
You may choose one Traveller's Trick that you know and designate it as your favourite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favourite trick.

At 14th level, you can select a second favourite trick from among Traveller's Tricks you know.

Acrobatics Lessons

Your Favourite Trick is Acrobatics Lessons

Armed Combat Lessons

Your Favourite Trick is Armed Combat Lessons

Bind the Wound

Your Favourite Trick is Bind the Wound

Boxing Lessons

Your Favourite Trick is Boxing Lessons

Conjure Woodland Spirit*

Your Favourite Trick is Conjure Woodland Spirit

Crafting Studies*

Your Favourite Trick is Crafting Studies

Evocation Lessons*

Your Favourite Trick is Evocation Lessons

Hunting Lessons*

Your Favourite Trick is Hunting Lessons

More Than You Bargained For*

Your Favourite Trick is More Than You Bargained For

Reckless Tactics

Your Favourite Trick is Reckless Tactics

Spell Manipulation*

Your Favourite Trick is Spell Manipulation

Warding Trick*

Your Favourite Trick is Warding Trick

Level 6: Improved Tricks

At 6th and 14th levels, your Traveller's Tricks become stronger. By practicing the tricks you know, and fostering the connection you have forged - first through your bond and secondly through the Trick itself - your mastery over your Tricks increases.

Second Favourite Trick

14th-level College of the Road feature 

At 14th level, you have gained enough mastery over another one of your Traveller's Tricks that you can use it whenever it's needed. 

You may choose an addition Traveller's Trick that you know and designate it as your Second Favourite Trick. If you roll Initiative and have no uses of Bardic Inspiration remaining, you likewise regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favourite trick.

Acrobatics Lessons

Your Second Favourite Trick is Acrobatics Lessons

Armed Combat Lessons

Your Second Favourite Trick is Armed Combat Lessons

Bind the Wound

Your Second Favourite Trick is Bind the Wound

Boxing Lessons

Your Second Favourite Trick is Boxing Lessons

Conjure Woodland Spirit*

Your Second Favourite Trick is Conjure Woodland Spirit

Crafting Study*

Your Second Favourite Trick is Crafting Study

Evocation Lessons*

Your Second Favourite Trick is Evocation Lessons

Hunting Lessons*

Your Second Favourite Trick is Hunting Lessons

More Than You Bargained For*

Your Second Favourite Trick is More Than You Bargained For

Reckless Tactics

Your Second Favourite Trick is Reckless Tactics

Spell Manipulation*

Your Second Favourite Trick is Spell Manipulation

Warding Trick*

Your Second Favourite Trick is Warding Trick

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