Base Class: Bard
You’ve travelled far, experienced much. And now it’s time to settle down. You halt the caravan you travel with, filled with jokers, rouges, and mystics. Light a fire and gather all around, to share in song, dance and story. Passing down lore and knowledge to the younger generations, so they can take up the mantle of The Road. The importance is always moving, don’t stay in one spot to long, and never wear out your welcome. But most importantly, protect each other, defend the caravan, and be true to ones self.
All Eyes on You
Starting at level 3, You learn how to put on a musical performance, or oratory spectacle, that gains much attention. When you play a song, or put on a show, make a DC15 performance check. Anyone watching the show for at least one minute must make a Wis save against your spell DC. If the initial performance roll is over 25, they make the save at disadvantage, due to the enthralling nature of the show. On a failure they’re charmed by you for 1hour. On a success they do not know they were being charmed and carry on enjoying the spectacle. While charmed by you they have a difficult time perceiving anyone other than you and have disadvantage to perception rolls and attack rolls against anyone other than you. Additionally while charmed they speak glowingly of you, and your troupe. They treat you as an honoured guest, and are inclined to listen to your point of view. They won’t protect you from physical harm by putting themselves in harms way, unless previously disposed to do so. However if nothing else, while charmed they may feel the need to sing and dance and just enjoy the revelry!
If a creature succeeds their save, they cannot be charmed in this way again for 7 days. You can use this feature a number of times equal to your Charisma modifier (min 1) and recharges on a long rest.
Hand-Me Down Magic
At level 3, your years on the road listening to stories and practicing the skills taught, You are able learn one cantrip, and one spell, from any class list. As well as a single Metamagic feature from the sorcerer class list. You gain one more Metamagic option at 10th level, and again at 17th level.
To use the Metamagic, you must expend a Bardic Inspiration dice. On a roll of 1 On your Bardic Inspiration die, the spell fades, and the inspiration and slot are consumed. Otherwise Add the roll to the attack roll or 1/2 the roll rounded down to the spell save DC.
Rustic Hospitality
At level 6 You gain the ability to cast Leomunds Tiny Hut at will, without consuming a spell slot. However it takes the shape and properties of a Caravan. This caravan takes what ever appearance you’d like, but retains the traditional barrel shape. Peering into the windows from outside, the interior appears however the caster desires to the onlooker. However occupants inside can see and hear out the windows perfectly fine. When summoned the caster must stay within 120’ of the caravan or the enchantment fades. As well, with the proper equipment, and a strong enough creature the caravan can be moved at a medium pace. Finally, when active you may store items in the caravan, but after the spell ends they are shunted out and become visible in the real world. The knowledge of each caravan has been passed down, so a portion of its former owners spirit remains. Because of such each caravan has multiple quirks, roll a 2d10 to determine which yours has.
1. There’s always a slow drip at night, whether raining or not, that no one can locate. And the interior reeks of booze and pipe tobacco. Each night a portion of your alcohol goes missing. - The Drunk
2. There’s a small birds nest with a single cute spectral bluebird living in it. Only problem, it’s nocturnal, and loud. - The Druid
3. The interior smells of beautiful fragrances, and soft beautiful humming takes you to sleep, some nights you even swear you feel someone crawl into bed and cuddle with you... - The Courtesan
4. You wake to find your weapons sharpened, and your armour polished. - Clan Crafter
5. You wake and see Instruments, and Bottles strewn about, and your feet ache as if you’d been up dancing all night... but you don’t remember a party? - The Bard.
6. You sometimes hear a kettle whistling whilst you sleep. And You wake to your clothes freshly laundered and outside handing on a line. - The Mother
7. You notice 1gp disappears at night. But your shoes are shined. - The Urchin
8. The caravan moves up to 30’ away in a random direction, and stops almost always in a puddle. And any horses are hitched to a nearby tree. - The Horse Thief
9. When you wake up you notice all your allies have silly face paint or markings on their faces. Good thing you don’t have any on yours... right? - The Jester.
10. Roll 2d10.
Additionally while inside the caravan, You gain proficiency in the disguise kit, if you’re already proficient, you gain expertise while in the caravan only. Make a ability check using your disguise kit DC 15 (Prof + Int) When you successfully create a disguise you do so with only the best of materials, it’s AC equals 10+Dex+Cha while you wear it. Each disguise costs 25g worth of materials and takes 1 hour to create. You can have up to your CHA mod of active disguises at any one point.
And finally, The caravan emits a 30’ aura, when you are within the aura, and make a charisma check, you do so with advantage. As well, when you take a short rest in this aura and use your song of rest, a number of friendly creatures that can hear you regain a spell slot of 1/2 the number rolled rounded down, for song of rest or lower. (Song of rest isn’t quiet and the caravan is visible unless hidden) you can use this feature once per long rest.
Gypsy Royalty
Starting at 14th level, your caravan takes on the effect of Mordenkainens Magnificent Mansion, and you learn to cast it at will without using a spell slot and without the need of material components. It still retains the ability to move. And on the exterior it is still a caravan, ratty, colourful and old, but inside? It’s whatever the caster could dream. You can now venture as far away from the caravan without fear of the enchantment dropping, and you can select who may enter into your domain. Similarly you can put items inside the caravan, but when the spell fades all material not native to the plane gets shunted out of the caravan.
Additionally Any unwelcome Creature who comes within 15’ of the caravan, they must make a wisdom saving throw equal to your Save DC or be charmed by the spell “Ottos Irresistible Dance” the spell lasts as long as the caravan does, or until the caster choses to end it.
As well, your Hand-me Down Magic no longer uses your bardic inspiration, alternatively you gain a pool of d10’s equal to half your bard level rounded down. These dice replenish on a long rest.
Previous Versions
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2/27/2020 8:53:45 PM
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