Base Class: Bard
Many bards learn of the arcane arts and the skills of the world from books or teachers, but many others learn their way about the world by making their way about the world, embarking on wide journeys like the heroes they tell tales of. Travels and journeys are the best teacher, and you have been an eager student. As a result, your bardic magic specializes in not just speeding up your allies, but also the ways of arcane travel like teleportation and flight.
Bonus Proficiencies
At 3rd level, you gain proficiency with one tool out of either navigators' tools, land vehicles, or water vehicles. If you're already proficient with all of these tools, you gain a tool proficiency of your choice instead.
In addition, your speed increases by 5 feet. When you reach 14th level, this bonus increases to 10 feet.
Traveler's Lore
At 3rd level, you have broadened your horizons and hastened your pace. You never have to reduce your own pace due to encumbrance or terrain while traveling, and if you spend your time while traveling playing an instrument instead of watching for danger, you grant other creatures traveling with you advantage on ability checks made to forage, navigate, or track others.
Also, when your Spellcasting feature lets you learn a bard spell of 1st level or higher, you can select the spell from the following list, in addition to the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.
College of Journeys Spells
- Jump, Swoop (new)
- Misty Step
- Blink, Fly
- Mordenkainen's Private Sanctum
- Far Step (or Soar (new) if XGE is unavailable), Passwall
- Arcane Gate, Word of Recall
- Plane Shift
Inspire Urgency
Also at 3rd level, you learn how to inspire your allies to feats of great speed, agility, and drive.
A creature that has a Bardic Inspiration die from you can use a bonus action on their turn to roll that die, Dash, and Disengage. The next time that creature hits with an attack before the end of that turn, the attack deals extra damage equal to the number rolled on the Bardic Inspiration die. An attack cannot benefit from this extra damage more than once.
From Thither to Yonder
Starting at 6th level, you can use a bonus action on your turn to transport yourself or one willing creature within 30 feet of you that you can see into position for a surprise strike. You teleport the target up to 30 feet to an unoccupied space that you can see, and it can use its reaction to make one opportunity attack against a creature within its reach.
In addition, when another creature within 30 feet of you that you can see is hit with a melee weapon attack, if the creature is willing, you can use your reaction to teleport the creature up to 30 feet to an unoccupied space that you can see. If the creature teleports in this way, the attacker must reroll the attack and use the new result instead.
You can only use these abilities up to a number of times equal to your Charisma modifier (minimum once). Using either ability consumes a usage. You regain all expended usages when you finish a long rest.
The Planar Shuffle
When you reach 14th level, you learn how to dance to a magical tune that enables you to teleport with ease. You can use a bonus action on your turn to activate this ability.
For 1 minute, at the beginning and end of each of your turns, you may choose to instantly teleport up to 10 feet to an unoccupied space you can see. You can bring along objects as long as their weight doesn’t exceed what you can carry.
You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you teleport, and must also teleport to an unoccupied space within 5 feet of your destination.
You can only use this ability up to three times. You regain any expended uses of this ability after completing a long rest.
Note: Word of Recall for Bards
Some bards can learn the word of recall spell which is normally only available to clerics, despite not usually using divine magic. The spell describes "a location, such as a temple, dedicated to or strongly linked to your deity." If you are not using divine magic, you must instead use a location that is a home to you, one of comfort and shelter, which you have previously slept at for at least a week's worth of consecutive long rests.
Previous Versions
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12/19/2020 1:51:09 PM
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1.0
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9/8/2021 9:18:57 PM
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138
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52
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1.1
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Coming Soon
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