Base Class: Bard
Bards of the College of Quivers are the masters of the plucked string. They are equally comfortable singing rousing battle hymns accompanied by lyre to spur their comrades to glory as they are sending volleys of arrows into a line of charging enemies. Off the battlefield, they sing songs of heroism and remembrance to remember conflicts past and future.
Bonus Proficiencies
When you join the College of Quivers at 3rd level, you gain proficiency with lyres and longbows. You also gain proficiency in either nature or survival.
You can use a ranged weapon as a spellcasting focus for your bard spells.
Nature
You gain proficiency in nature.
Survival
You gain proficiency in survival.
String Player
At 3rd level, you become well training at fighting with a plucked string. You gain the Fighting Style of Archery, gaining a +2 bonus to attack rolls you make with ranged weapons. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
In addition, you choose to learn either prestidigitation or druidcraft, which counts as a bard spell for you.
Druidcraft
You learn druidcraft, which counts as a bard spell for you.
Prestidigitation
You learn prestidigitation which counts as a bard spell for you.
Trick Shot
At 3rd level, you learn to perform flashy displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Trick Shot options of your choice. You can use only one Trick Shot option per turn.
Defensive Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Two Birds, One Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of the target. The damage equals the number you roll on the Bardic Inspiration die.
Pinning Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. Until the start of your next turn, the target's movement speed is reduced by 5 feet, plus a number of feet equal to the number you roll on the Bardic Inspiration die.
Heavy Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Master’s Flourish
Starting at 14th level, whenever you use a Trick Shot option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Previous Versions
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