Bard Colleges

College of Seekers

Bards of the College of Seekers are inquisitive scholars that want to explore and find facts lost to the ages. They learn tales and songs in order to help find clues to the mysteries locked away in dungeons or crypts. These bards often gather together in old libraries or labs searching for scraps of evidence or lore that can help them bring to light secrets long buried. As they travel, they learn new skills and make new friends that can help them find the lost mysteries that they seek and in return they provide a valuable assistance to their comrades who the adventure with.

Bonus Proficiencies

When you join the College of Exploration at 3rd level, you gain proficiency in three tools of your choice.

Saving Words

Also at 3rd level, you have learned to save yourself and your allies from the dangerous effects. When you or an ally that you can see within 60 feet of you makes a saving throw, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled from the roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw was successful.

Ancient Recall

At 6th level, you have ability to call forth ancient knowledge to assist. After you complete a long rest you may choose one skill in which you don’t have proficiency in and gain proficiency in that skill and use double your proficiency bonus when using that skill. Once you take a long rest you lose proficiency in this skill.

Seekers Resolve

At 14th level, you have learned the ancient secrets to persevering ones health. As an action you may touch an ally and allow them to recover an amount of health equal to half their maximum hit points. Then the target removes one condition that a save can end that is effecting them. Once you use this feature you can’t use it again until you take a long rest.

College of Masks

While some Bards enjoy the limelight and the accolades of many, there are those that use their skills in the shadows. Bards that join the College of Masks, are sworn to secrecy, never revealing what they have learned and what they know. Using their magic, Bards of this college, infiltrate and use subterfuge to undermine their enemies. Furthermore, they use their performances to open doors allowing them to get into areas that would otherwise be off limits to them. For Bards that follow this path, making friends and traveling allows grants them the resources they need to be effective.

Bonus Proficiencies:

When you join the College of Masks at 3rd level, you gain proficiency in Disguise Kit and one tool of your choice.

Distracting Word

Also at 3rd level, you have learned to use your Bardic inspiration to hinder a foe. When an enemy that you can see within 30 feet of you makes a skill check, you can use your Bardic Inspiration as a reaction. You subtract the number rolled with Bardic Inspiration from the targets total result. You can choose to use this feature after the target makes its roll, but before the DM determine the result of the roll.

Submerge Self

At 6th level, you have gained the ability hide your true persona behind that of a mask. Divination magic used to see through your disguise automatically gives a false result, indicating that you are who you appear to be. Also, Wisdom checks made to see through your disguise are at a disadvantage as long as you are not pretending to be a specific person known to those that you are trying to fool.

Gemina Mask

At 14th level, you have created a mask that is in its essence you, allowing someone else to assume your affliction and you theirs. You can as an action place this mask on a willing ally, the next time that you or that ally is effected by a condition you may swap that condition to the other. You must be within 1 mile of each other to use this ability and once used it can’t be used again until you complete a long rest.

College of Soothsayer

Songs of old, tell of events to come. The College of the Soothsayers trains gifted Bards in the way of unraveling the mysteries of the future with prophetic visions and tales. Those that spend their time training to become soothsayers, do so through learning through wrote oral traditions that are never written down. For doing so would cause these tales to lose their power to foresee proceedings to come. Traveling is natural for those that wish to learn the events of the future, as there are many tales still lost out in the world. Furthermore, the ties that bind fate might lead them to make friends with all sorts of unusual yet interesting people.

Bonus Proficiencies

When you join the College of Soothsayer at 3rd level, you gain proficiency in Insight, Perception skills as well as one set of divination tools.

Future Word

Also at 3rd level, you have learned to see partially into the future and utilize that as inspiration. When you start a new day roll all of your inspiration die and record the numbers. Instead of rolling for inspiration when you use it you can instead assign the target one of the numbers that you rolled earlier in the day. When the target uses your Inspiration they apply that number instead of rolling. Any unused save numbers are lost when you take a long rest.

Divining the Path

At 6th level, you have learned how to see farther than before through the use of divination magic. You can choose three divination spells from any spell list up to level 3 spells. These spells count as cleric spells and use your Charisma modifier as their spellcasting ability.

Change the Path

At 14th level, you have learned how to alter the fate that is already set. When you or an ally within 60 feet of you fails an attack, saving throw or skill check they can instead reroll the failed result with advantage. Once you use this feature you can’t use it again until you complete a long or short rest.