Base Class: Bard
The Archaic Bard is a Bard that intelligently uses their spells in the literal sense. They are bard that take inspiration from the Wizard, they are able to make things far stronger than they normally would being a normal Bard would be with near untold capabilities if they become a true master of their trade.
The most Famous one being Zan Cun'sin a neutral evil Archaic Bard Halfling that is a dimension conquering man gifted with never ending life, that his home dimension has only 2 gods, The raven Queen and Himself, sparing the Raven queen for reasons unknown to anyone but him and his old adventuring party. The other gods are still worshiped by the common populose, but all their power is given to Zan as the gods are like batteries to him. It is unknown about how he got as strong as he is, but everyone who has seen him learnt quickly, not to mess with the Undying Dimension Conquering Bard.
Spellcasting additions + bardic Inspiration option
At 3rd level, you start your Archaic Barding with a new form of casting your spells:
Copying a Spell . When you find a wizard spell of 1st level or higher, you can add it to your list of know spells if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spell list involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spell list using your own knowledge.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Intelligent Barding. You can instead use Intelligence as your spellcasting modifier if you so choose making:
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 3rd level you can choose to instead of using Charisma mod for the number of Bardic inspiration you have to use Intelligence Modifier to tell the number of bardic inspirations you have:
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Intelligence (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Intelligence or Charisma Whichever shall it be?
You can choose to either use Charisma or Intelligence as your Spell casting abilities:
Making the Choice of Charisma:
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
or..
Making the Choice of Intelligence:
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Archaic Wispers
At 3rd level, You can whisper to the magic weave to affect a spell. Any spell that you know it's presence of you can whisper to the weave as a reaction. For the reaction you can expend 1 Bardic inspiration die and roll it, you can either subtract the to hit number, subtract the save DC, add to the to hit number, or add the the spell save DC for that one spell. At later levels this skill increases in potency. At 9th level you expend one die and roll two, at 15th level you expend one die and roll three, and at 18th level you expend 1 die and roll 4. (For the later level roll you add up the total to effect the spell).
Arcane Might
At 6th level, you can to any and all Spells, form Cantrips to level 9 spells, you can add either your Charisma modifier or your intelligence modifier to the damage/effectiveness of your spells.
As well as you gain the ability to take off damage of any spell you can see in a 30 ft area around you equal to 2x your spell casting modifier, you can use this a number of times equal to your Constitution Modifier, per long rest. This ability increases at higher levels; at 12th level the damage you reduce is equal to 3x Spellcasting modifier, and at 18th level the damage you reduce is equal to 4x Spellcasting modifier.
Archaic Mastery
At 14th level you gain the ability to tell what kind any spell is, what level it is, and what level it is being casted at. If the spell isn't normally a level 9 spell you can as a reaction reduce it by 1d6 levels. The spell level goes to its original level if the die roll is greater than how many levels it increased by. You can do this equal to a number of times equal to 1/5th your bard level per long rest.
At 20th level if the spell is normally a 9th level spell you can use your reaction to make a spell attack roll vs a dc of spellcasting modifier of the caster + 9 + 1d20 roll, if successful the 9th level spell gets cancelled and the spell slot is used up for the caster, if you fail you lose all charges of this ability.
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