Bardic College: College of the Wanderer
The College of the Wanderer is barely a college, more a mindset. The mindset of true freedom, that you owe nothing to anywhere and anyone, and the curiosity to explore their surroundings. There is no base for these wandering gnaves, they learn all they know on the road, with a senior member of the college. The road they walk is not limited to the material however, and these bards are famous for traveling across the planes, sharing their stories with all who will listen, humanoid or not. This grants these bards an endless wealth of new experiences and foreign magics. Some of these bards use this granted knowledge to share and help other civilisations, while some use this power to dominate those who are ignorant and unable to protect themselves against the planes and its many treasures. Both types of thinking are welcome in the college however, as the values of the college are as flexible as the people who teach them.
Well Traveled Magic
When you join the College of the Wanderer at 3rd level, you gain the ability to utilize the magic of the planes to enhance your cantrips. You learn two cantrips of your choice from the sorcerer spell list. These count as bard cantrips for you, but don't count against the number of cantrips you know. Additionally, whenever you deal damage with a bard cantrip, you can choose to deal force damage instead of the cantrips normal damage, if you do so, you can add your Charisma modifier to one of the damage rolls.
Otherworldly Ingratiation
Starting at 3rd level, you can charge your introductions with eldritch magic.
If you introduce yourself over the course of at least 1 minute, you can attempt to inspire hospitality in your audience by telling them stories of your home, your culture or other places you have visited. At the end of the performance, choose a number of creatures within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target is fascinated by you, and seeks to show you it's culture as an honored guest. Even if you do not share a language, you can both get the rough idea of what each other are saying. It speaks curiously of you to others of it's culture , and it hinders anyone who does not accept you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Drifter
At 6th level, you gain the ability to step in between the planes themselves, leaving behind bursts of planar energy. As a bonus action, you can expend a use of bardic inspiration and teleport up to 20 feet to an unoccupied space you can see. Before or after you teleport, you can cause all hostile creatures within 10 feet of you to make a Charisma saving throw. On a failure, they take force damage equal to your bardic inspiration die + your Charisma modifier.
Your teleport grows more powerful as you gain levels in the this class, becoming 40 feet at 10th level, and 60 feet at 15th level.
Forceful Departure
Starting at 14th level, your command over the planes grows, allowing you to pull enemies through space. As an action, you can cause you and any number of creatures you choose within 30 feet to be teleported to a location you have been or that you can see within 1 mile of you. Each creature must appear within 30 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported.
Once you use this feature, you can’t use it again until you finish a long rest.
Credits
- Art - Wizards of the Coast
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