Bard
Base Class: Bard

The Treasure Hunter is all about risks! Utilize many new abilities that might come at a cost, and utilize ancient fighting techniques to unleash maximum physical power!

Maneuvers

You gain the following maneuvers, which you may utilize at any time.

Lunge. When you make an attack roll that isn't already at disadvantage, you may choose to decrease your accuracy and expose yourself in hopes of landing a harsh blow. Roll your attack roll with disadvantage, ignoring any sources of advantage that would cause the roll to be treated as normal. Treat any hit made with a Lunge as a critical hit, but missing with a Lunge causes you to be stunned until the start of your next turn as you regain your balance. 

Drop. When you are targeted for an attack roll, you may use your reaction to fall prone. If you fall prone in this way, the attack roll is made with disadvantage

Flee. At the start of your turn, you may declare that you are fleeing for the rest of your turn. If you are fleeing, your speed increased by 10 feet, but you cannot take any actions or reactions besides the dash action until the start of your next turn. You may attempt to run through an enemy's space while you are fleeing. Make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. On a success you may enter their space, but on a fail you're pushed down and fall prone just before you would enter.

Infer

Starting when you choose this subclass at 3rd level, you automatically succeed the check needed to cast spells from spell scrolls that are of a higher level than those you can normally cast. If the spell is not on your class list, you may cast it normally and without a check, but this does not mean you know the spell's name or effects in advance.

If you encounter written spell instructions (such as a Wizard's spellbook), you may spend an hour per spell level to decode the instructions. This process allows you to infer the level of the spell and any components needed, but not the name or effects of the spell. Once decoded, you may cast the spell at it's inscribed level only by reading off the instructions, but you do not have enough understanding to replicate the instructions. If you do not have the necessary slot available when you cast the spell, the action is wasted and the spell fizzles. 

Risky Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you miss with this additional attack, you provoke an opportunity attack  from all eligible creatures.

Expanded Maneuvers

When you reach 6th level, your flair for the unusual grants you the confidence to attempt wilder tricks. The following Maneuvers are now available to you.

Half-Swording. When you make a melee weapon attack, you may choose to choke-up on your weapon for extra force, at the risk of straining yourself. Take damage of the weapon's type of an amount of your choosing, less than or equal to your Strength Modifier (minimum 1). If the attack hits, the target takes additional damage equal to twice the damage you took.

Foreign Art. When you make a weapon attack, you can expend one use of your Bardic Inspiration die to try and push your weapon beyond it's durable limits. Add the number rolled to the attack roll, and if it hits, add the same number to the damage roll. If the attack misses with this bonus, your poor grip causes you to drop the weapon just out of reach, randomly within five feet.

Grognard

At 14th level, your connections to relics and unknown magics allows you to temporarily channel the reality of a lost time. As a bonus action on your turn, you may enter Grognard Mode, which lasts for a minute or until you end it as an action. You can enter Grognard mode a number of times a day equal to your Charisma modifier, and you regain all expended uses when you complete a long rest.

When you're in Grognard mode, your body and reflexes shift and adapt to be more intense, and many of your skills represent themselves in a different fashion. During this time, your proficiency bonus for attack rolls and saving throws are treated as zero (although you still retain those proficiencies for purposes of prerequisites, etc). Instead, you gain a different bonus to your saving throws according to the table below. Additionally, while in Grognard mode, you can make a number of attacks per turn, each with a different bonus without provoking opportunity attacks as per Risky Extra Attack, as specified in the table below.

Bard Level

Attack Bonus

Dexterity

Saving Throw Bonus

Constitution

Saving Throw Bonus

Wisdom

Saving Throw Bonus

14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12

 

Lastly, while in Grognard mode, the following warps of reality occur:

Modified Counterspell. You can attempt to interrupt a creature in the process of casting a spell you know. As a reaction, you can expend a spell slot of the same level of the spell, and if you do the spell fails and has no effect.

Lowered Guard. The following actions provoke attacks of opportunity from eligible creatures:

  • Making a ranged attack
  • Casting a spell
  • Drinking a potion or applying an oil
  • Attempting to stabilize a creature
  • Using a Free Object Interaction
  • Moving into a hostile creature's reach from a space already within their reach
  • Escaping a grapple

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