Base Class: Bard
crossroad bards don't have the many years of training most bards have, their knowledge and skill comes from a different source.
only the gods know the reason behind the actions of those who decided to make a deal at the crossroad.
crossroad bards are people who in pursuit of talent decided to make a deal with a powerfull other worldly being, those bards affinity to the arcane is stronger than of most bards as most of their skill comes from an arcane source, they are extremly talentad even tough if you will ask people who know them for a long time they will swear they used to be awfull, or that their talent just apeered over nigh
Bonus Proficiencies
when your deal comes to fruition at 3rd level you gain proficiency with alchemist's supplies.
you also gain proficiency with two of the following skills: arcana, performance, presuasion.
touch of arcane
at 3rd level your bardic inspiration and spellcasting abilitys beacome intertwined, when you make a spell attack you can expend an inspiration dice and add it to the attack roll, you can use this ability after you roll the dice but before the DM tells you if you hit.
also you can use your reaction to expend an inspiration dice and subtract the rolled number from the rolled saving throw made to resist a spell, you have to use this ability before the dm announced if the target succeeded or failed,the target is immune if she can't hear you.
captivating performance
at 6th level your spellcasting and performance ability become one, whenever you perform, roll (your level)D8, any creature with hit points equal or less than your rolled number in a 60ft radius that can hear you, must make a wisdom saving throw against your spell save.
if they fail their check they are enthralled by your performance and are considered restrained, they get an additional saving throw at the end of each of their turns, if they succeeded in a saving throw, you stop performing or the affected creature is harmed, the affect dissipates. if you are harmed during the use of this ability than the affect dissipates from every affected creature.
you can't reuse this ability on any creature who was affected by this abillity or succeeded on a saving throw against it, until you complete a long rest.
bardic legend
at 14th level the arcane nature of your talent becomes obvious, and with that rumors about you start to appear.
you can spend seven days in a city to spread a legend about yourself, once the seven days have passed the legend takes hold in the city you are in, people may treat it with doubt but the legend is linked with your name. from there it takes a month for the legend to spread to the rest of the region around that city, and an extra month to spread to adjacent regions, from there onward it takes a month to spread in to each regions adjacent to a region in wich the legend exist.
if the legend is true the spreading time is halved.
also you gain the rustic hospitality feature from the folk hero backgrounds.
Previous Versions
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