Base Class: Bard
Bards of this college can never be found in the same location twice; they instead travel from place to place, learning what they can before moving on to the next destination. They have been known to be full of wanderlust, giving any excuse to travel somewhere new once they have gotten bored of their current locale. These bards wish to learn as much as they can, seeking out something that they have never seen before, and then sharing it to those they meet on their travels.
Sudden Alacrity
You have the ability to give your allies improved reaction time, as well as increase their movement. When you choose this college at 3rd level, your allies may use your bardic inspiration when rolling for initiative . Also, for a number of rounds equal to the number rolled on the inspiration die after being used in this way, that ally's walking speed is increased by 5 feet. This bonus is increased to 10 feet at 5th level, 15 feet at 10th level, and 20 feet at 15th level.
Song of Expedition
Also when you choose this college at 3rd level, your time traveling has given you enough experience that you can teach others how to avoid obstacles in their path. At the end of a short rest, if an ally was affected by your Song of Rest, they ignore all difficult terrain until the end of the next short or long rest.
Nomad's Waltz
At 6th level, you have learned to dance with the grace of the wind itself, giving you unbelievable mobility and fluidity. You may use this ability to take the disengage action as a bonus action. When you use this ability, your AC increases by an amount equal to your charisma modifier and your walking speed increases by 10 feet until the beginning of your next turn. You can use this feature once per short rest unless you expend a use of your bardic inspiration while using it.
Wind at your Feet
You have finally learned how to control the winds around you, allowing for mobility, or impairment of mobility, to those around you. At 14th level, you can use an action to create a great zephyr around you for 1 minute. You and allies within 60 feet of you while this ability is active gain a flying speed equal to their walking speed, but must land before the end of their turn, or else they fall to the ground. The area within 60 feet around you is considered difficult terrain for enemies. As a bonus action, you can force an enemy within 60 feet of you to make a strength saving throw against your spell save dc or be pushed up to 15 feet in a direction you choose. Once you use this feature, you cannot use it again until you finish a long rest.
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