Bard
Base Class: Bard

College of All Trades, they incorporate the very thing a bard is. nuf said.

 

Basic Combat Training.

When you join the College of All Trades at 3rd level, you go through basic combat training.

  • Gain medium armor proficiency.
  • Learn proficiency with a weapon of your choice.
  • Choose a fighting style.
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 

Protection

When a creature you can see attacks a target other than you that is within 5ft. of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Broad Magic Horizon

Also at 3rd level, you broaden your Magic Horizon.

  • Learn a single cantrip, it can be from any class.
  • Learn a single eldritch invocation.
  • You can change the eldritch invocation every time you gain a level in this class.
Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a 3rd level spell slot. You can’t do so again until you finish a long rest.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5ft. from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft..

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a 3rd level slot. You can’t do so again until you finish a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300ft.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30ft. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Grasp of Hadar

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10ft. closer to you.

Lance of Lethargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 ft. until the end of your next turn.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using 4th level spell slot. You can’t do so again until you finish a long rest.

Mire of the Mind.

Prerequisite: 5th level

You can cast slow once using a 2nd level spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldy Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 ft. away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a 3rd level spell slot. You can’t do so again until you finish a long rest.

Shroud of Shadow

Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a 2nd level spell slot. You can’t do so again until you finish a long rest.

Thief of Five Fates.

You can cast bane once using a 1st level spell slot. You can’t do so again until you finish a long rest.

Tomb of Levistus

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Trickster's Escape

Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

 

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight.

Hunting Experience

At 6th level, you honed through hunting your skill with your weapon and learned how to coordinate it with magic. You also became more familiar with the surroundings.

  • You can attack twice, instead of once, whenever you take the attack action on your turn.
  • You can attack as a bonus action, after using your action to cast a cantrip.
  • you can choose one type of favored terrain : arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 
 
 
 
Arctic

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Coast

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Desert

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Forest

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Grassland

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Mountain

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Swamp

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Underdark

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

True Jack of all Trades

Starting at 14th level, you become the true Jack.

  • Gain a new feat.
  • Learn a new language.
  • Learn proficiency with a tool.
  • Gain half proficiency rounded up at all Ability Checks.
  • You fulfill all class and proficiency requirements.

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