Base Class: Bard
The Archons were a force of justice in the old world, a legion of warforged that protected the mortals that created them and those they deemed worthy. They practiced both spell and sword in different measures, and used their protective capabilities as fuel to defeat their enemies.
Finite Path
When you join the College of Archons at 3rd level, you can choose the path on which your training as an Archon commences.
You can choose between Guardian, Spellweaver, and Commandant. The option you pick determines what features your character gains at later levels.
Commandant
Commandants were the front lines of the Archons, and were trained in various different martial weapons to defend the mortals they were created to protect.
Guardian
You become a Guardian, the class leaders of the Archons. Guardians specialize in both magicks and swordsmanship, and are trained to defend mortals who they judge to be worthy.
Spellweaver
Spellweavers are trained magic users, and learn various different spells to aid other Archons and protect those mortals who need it.
Proficiency of the Archons
At 3rd level, you can choose a path of proficiency upon which to tread based on your training.
(Guardian) Leadership. Archons of the Guardian school learn both proficiency with might and magic. You gain proficiency with martial weapons, and can pick two level 1 spells to learn from the Wizard or Cleric spell lists.
(Spellweaver) Lore. Archons of the Spellweaver school learn proficiency with a type of magic not normally associated with bards. Choose Lore (Wizard) or Lore (Cleric)- you can learn spells from either spell list for any further spells you learn.
(Commandant) Legwork. Archons of the Commandant school learn proficiency with the most powerful of instruments of war. You learn proficiency with martial weapons, firearms, and medium and heavy armor. If heavy armor would normally give you disadvantage on stealth checks, it no longer does.
Leadership
You gain proficiency with martial weapons, and can pick two level 1 spells to learn from the Wizard or Cleric spell lists.
Legwork
You gain proficiency with all armor, firearms, and martial weapons. Heavy armor no longer gives you disadvantage on stealth checks.
Lore (Cleric)
You gain access to the Cleric spell list.
Lore (Wizard)
You gain access to the Wizard spell list.
Mantle of the Archons
At 3rd level, you gain the ability to don a magical mantle based on the training you've completed.
(Guardian) Mantle of Leadership. You can use an action to don a mantle that makes you appear inspiring and capable to those around you. Once per long rest, you can don the Mantle of Leadership. When you activate this feature, you put on a wondrous appearance, inspiring any number of creatures you can see within 30 feet of you. Each of these creatures gains a d4 that they can add to one attack roll, ability check, or saving throw for the next minute. After that, each creature of your choice that starts its turn within 10 feet of you gains 10 feet of movement for that turn only. This effect lasts for a minute. At 14th level, this feature gains one additional use per long rest.
Mantle of Leadership
You can use an action to don a mantle that makes you appear inspiring and capable to those around you. Once per long rest, you can don the Mantle of Leadership. When you activate this feature, you put on a wondrous appearance, inspiring any number of creatures you can see within 30 feet of you. Each of these creatures gains a d4 that they can add to one attack roll, ability check, or saving throw for the next minute. After that, each creature of your choice that starts its turn within 10 feet of you gains 10 feet of movement for that turn only. This effect lasts for a minute. At 14th level, this feature gains one additional use per long rest.
Technique of the Archons
At 3rd level, you've learned a basic technique that is unique to your path of training.
(Guardian) Furious Guidance. You can use Bardic Inspiration as a reaction.
Furious Guidance
You can use your Bardic Inspiration as a reaction.
Radiance of the Archons
At 6th level, you gain the ability to use your Mantle for a greater purpose. Using your Radiance instantly ends the duration of your Mantle.
(Guardian) Radiant Finisher. You gain the ability to harness energy into your weapon, transferring it from your Mantle. When your melee weapon attack hits a creature while in your Mantle of Leadership, you can choose to end it, which deals 2d6 extra force damage. When you do this, you can choose to also use your bonus action to channel further energy into your blade, which allows you to simultaneously cast a spell with a casting time of one action. The target becomes the spell's target or the center of the spell's area of effect.
Radiant Finisher
You gain the ability to harness energy into your weapon, transferring it from your Mantle. When your melee weapon attack hits a creature while in your Mantle of Leadership, you can choose to end it, which deals 2d6 extra force damage. In addition, you can use your bonus action to channel further energy into your blade, which allows you to simultaneously cast a spell with a casting time of one action. The target becomes the spell's target or the center of the spell's area of effect.
Limit of the Archons
At 14th level, you gain the ability to harness the ultimate technique of the Archons to protect their mortal benefactors.
(Guardian) Gale Force. When you strike the killing blow on an enemy or roll a natural 20, you may take another action after your current one, once per long rest.
Gale Force
Once per long rest, when you strike a killing blow or roll a natural 20, you can take another action.
Previous Versions
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