Bard
Base Class: Bard

Dedicated to the pursuit of ancient history and objects, the Archaeologist is an adventurer that utilizes their sheer luck and powerful personality to solve mysteries, discover ancient secrets and locations and to bring the obscure back into the light.

Possessed of an impressive ability in combat and eager to explore and discover all kinds of ancient ruins, Archaeologists find themselves best at home when involved in quests to find the truth, no matter what it is. No secret is too obscure and no clue is too cryptic for them to follow into the path of discovery.

Erudite and surprisingly bountiful, they utilize their whole repertoire of skills to survive in many different situations, also utilizing their tolls, like the whip, into the best possible effect.

Lashing Adventurer

When you become an Archaeologist at 3rd level, you gain proficiency with the whip and become more efficient while using it. When you first gain this ability, you receive a free whip from the first store you can visit.

You also gain the following abilities when equipped with a whip:
Whip Abilities save DC = 8 + your proficiency bonus + your Charisma modifier.

Displacing Lash

You can make a whip attack against a creature to attempt to move it 10 feet towards you or push it 10 feet away from you. On a hit, the creature suffers half damage and must succeed on a Dexterity saving throw or either be pushed 10 feet towards you or away from you. If the creature fails this save by 5 or more, it is pushed an additional 10 feet for every 5 points it fails on the saving throw.

If the target hits an enemy or object on its path, both him and the target on its path suffer 1d6 bludgeoning damage for every 10 feet it moved. You can choose to let it go pass you or hit you when you move it towards you. If it hits you, only the target suffers the bludgeoning damage for every 10 feet it should have moved. You are neither moved nor damaged by this. 

Hook-up

You can use your reaction to attach your whip to something hanging on the ceiling, a wall or the ground. This can be done while falling. While doing this, your whip counts as if it had a Grappling Hook attached to it.
You can then use your movement to swing on the whip or to climb while holding the whip up to your speed (but not farther away than the whip´s reach). While climbing or swinging, you cannot fall, unless you are above your maximum encumbrance. After doing this, you can free your whip as part of that movement.

Whipster

Any whip you wield counts as a spellcasting focus for your Bard Spells. Also, the damage die of the whip increases to become the same as your current Bardic Inspiration die.

Luck of Ages

Also at 3rd level, you gain a supernatural knack to survive and defeat dangerous situations. You can use your Bardic Inspiration dice for your own ability checks, attack rolls and saving throws by spending one use of your Bardic Inspiration as part of that roll, without expending a Bonus action. Also, you can now give the Bardic Inspiration die to an ally as a Bonus Action or a Reaction. The limit of Bardic Inspirations you can use per round is still capped at one.

Additionally, while you are wearing no armor and not wielding a a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. This does not stack with any other type of Unarmored Defense.

History Walker

Starting at 6th level, you gain Advantage on Saving Throws against the effect of Traps, Advantage on Ability Checks to understand or disarm Traps and Resistance to all damage made by Traps. This also includes spells that classify or work as traps or similar effects that can be part of ancient sites and dungeons.

Additionally you gain the following Whip abilities:

Ace Whipper

All whips you wield count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Disarming Slash

You can make a whip attack against a target to attempt to slap an object from their hands. On a hit, the creature suffers half damage but must succeed on a Strength saving throw or drop 1 held object of your choice. They have Advantage on this save if the object is held in both hands.

If the object is one-handed and you have a free hand, you can bring the object towards you and hold it. If the object is heavy, two-handed, you don´t have a free hand or you did not want to grab it, if falls on a random spot up to 15 feet from the enemy.

Extra Slash

When you use an Action to Attack with a whip, you can make an additional Attack with that whip for free. Both attacks can be used to use different Whip Abilities. This ability does not stack with any kind of Extra Attack feature given by other classes.

Tripping Slash

You can make a whip attack against a creature, where you attempt to knock them to the floor. On a hit, the creature suffers half damage and must make a Strength saving throw or be knocked prone.

 

Legend of Yore

At 14th level, you can now attune to an additional Magic Item, increasing you Magic Item maximum that require attunement to 4.

You also gain Advantage against Curses of all kinds, and can willingly remove a Cursed object you are attuned to by making a successful Wisdom saving throw without Advantage (DC 10 for Uncommon or Common, 15 for Rare and Very Rare, 20 for Legendary and 25 for Artifact). You cannot retry this save until you have finished a Long Rest.

You also gain the following Whip abilities:

 
Enveloping Slash

You can choose to make a whip attack against a creature to restrain them. On a hit, the creature takes normal damage and must make a Strength saving throw or become Restrained. On the start of each of it's turns it gets to make a new saving throw to break out of the whip. The whip cannot be destroyed in this manner. While Enveloping an enemy, you cannot use the whip to attack another target, but if you are wielding another whip, you can use that one as your main whip and continue attacking other enemies.

Legendary Whipper

When you use your Reaction to make an attack of opportunity, you can exchange the effect of the normal attack for a Whip Ability. Every time that a Whip Ability would have dealt half damage, it now deals full damage.

Of Slash and Magic

When you cast a spell or use a cantrip as an action, you can make an attack with a Whip as a bonus action. This attack can be used to make a Whip Ability you know.

 

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