The Strixhaven Five
In June of 2021, Wizards of the Coast released an Unearthed Arcana playest for an upcoming publication themed around Strixhaven, a magical academy taken from the world of Magic: the Gathering. This playtest included five subclasses, each of which was based on one of Strixhaven's five magical colleges ─ Lorehold, Prismari, Quandrix, Silverquill, and Witherbloom.
The Strixhaven subclasses corresponded to particular magical lifestyle or approach espoused by that subclass's individual college, but the most interesting part of this playtest was the unique nature of the subclasses. Each subclass was available to more than one class; for example, the subclass based on Lorehold College could be chosen by bards, warlocks, and wizards alike.
Unfortunately, the complexities involved with balancing a single subclass around multiple classes meant that the playtest was, itself, unbalanced, and many in the D&D community strongly believed that, by choosing to spread the mechanical aspects of each subclass to accommodate these unique changes, the subclasses suffered in quality.
To that end, this document seeks to revise the Strixhaven subclasses by allocating each one to a single, specific class identity, as shown in the Strixhaven Subclasses table below. In addition, each subclass has been renamed, and its thematic flavor adjusted, so that characters can choose this subclass in any campaign, rather than only those restricted to the grounds of Strixhaven.
Strixhaven Subclasses
College | New Subclass Name | Class | ||
---|---|---|---|---|
Lorehold | Archaeturgy | Wizard | ||
Prismari | College of Expression | Bard | ||
Quandrix | Paradox Magic | Sorcerer | ||
Silverquill | The Logos | Warlock | ||
Witherbloom | Circle of Roots | Druid |
Revised Subclasses
This document presents the following five subclass options for characters:
- The College of Expression for a bard's choice of Bardic College, which combines artistry and elemental magic to unleash inspiring spectacles.
- The Circle of Roots for a druid's choice of Druidic Circle, which harness the balance of life energy flowing throughout the planes.
- Paradox Magic for a sorcerer's choice of Sorcerous Origin, which contorts the fundamental aspects of magic into impossible forms to defy reality.
- The Logos for a warlock's choice of Otherworldly Patron, an embodiment of magical incantation that invokes words of ancient power to uplift or destroy.
- Archaeturgy for a wizard's choice of Arcane Tradition, which calls on the departed spirits of antiquity for wisdom and aid.
This document is an unofficial homebrew publication created by /u/Ozzifer.
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Bard
The bard receives a new subclass, the College of Expression, in this section, as detailed below.
College of Expression
Bards from the College of Expression weave elemental energy into their creative magic, not only as an output for their demonstrative impulses but also to induce emotion and exhilaration in their audiences. To such a bard, magic and motion are one and the same, both exhibitions of the raw emotive creativity through which masterpieces are made. In pursuit of ever more grand displays of art, bards of this college take great care in perfecting the finer details of their performances, unleashing wild creative visions in dazzling spectacles of elemental power.
Kinetic Artistry
When you join this college at 3rd level, you dedicate yourself to more dynamic magical pursuits. You gain proficiency with one of the following skills of your choice: Acrobatics, Athletics, Nature, or Performance. You also learn one wizard cantrip of your choice, which counts as a bard cantrip for you but doesn't count against the number of bard cantrips you know.
Additionally, whenever you gain a level in this class, you can replace one of the bard spells you know of 1st level or higher with another spell of the same level. The new spell must deal cold, fire, lightning, or thunder damage, it must be from the sorcerer or wizard spell list, and it counts as a bard spell for you.
Elemental Flourish
Starting at 3rd level, your talents harness the artistry and grace of the elements. As a bonus action, you can expend a use of your Bardic Inspiration to empower yourself with raw elemental energy. You gain the benefit of the Disengage action, and you also choose one of the following elemental flourishes to perform, each of which is associated with a particular damage type.
If a flourish's effect requires a saving throw, the DC equals your spell save DC.
Cinderblaze Whirl (Fire). Dancing flames burst from your body, causing you to shed bright light in a 20-foot radius and dim light for an additional 20 feet until the end of the turn, and each creature of your choice within 5 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to two rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
Hoarfrost Sweep (Cold). Icy water swirls around you until the end of the turn, granting you the ability to move across liquid surfaces without falling during the move. Additionally, when you move to within 5 feet of a creature during the turn, you can force that creature to make a Strength saving throw. Unless the creature succeeds on the saving throw, it takes cold damage equal to one roll of your Bardic Inspiration die and is knocked prone. A creature can be subjected to this saving throw no more than once per turn.
Shatterstone Bound (Thunder). Seismic vibrations emanate from you, and each creature of your choice within 5 feet of you must succeed on a Strength saving throw or take thunder damage equal to one roll of your Bardic Inspiration die and be pushed up to 10 feet away from you. You also gain a flying speed equal to your walking speed until the end of the turn; if you end your turn in the air and nothing else is holding you aloft, you fall.
Thunderlight Jaunt (Lightning). Your body becomes like lightning until the end of the turn, allowing you to move through the space of other creatures and objects as though they were difficult terrain; if you end your turn inside another creature or object, you are shunted into the nearest occupied space. Additionally, once during the turn when you move through the space of another creature, you can force that creature to make a Constitution saving throw. Unless the creature succeeds on the saving throw, it takes lightning damage equal to two rolls of your Bardic Inspiration die, and it can't take reactions until the end of its next turn.
Favored Medium
At 6th level, you hone your forms of elemental expression to suit your creative ideals. Choose one of the following damage types: cold, fire, lightning, or thunder. You gain resistance to the chosen damage type.
Additionally, when you use Elemental Flourish and perform the flourish associated with your chosen damage type, you gain the following additional benefits:
- You can add your Charisma modifier to the flourish's damage rolls.
- You can emit a spectacular aura of artistry which extends 10 feet from you in every direction and lasts until the end of your next turn. While the aura is active, each creature of your choice has resistance to your chosen damage type while within the aura, as you fill your surroundings with your favored elemental medium.
Whenever you finish a long rest, you can replace your choice of damage type with a different one from the same list.
Unbridled Expression
At 14th level, you learn to infuse your motions with powerful expressions of elemental might. Once on each of your turns when you cast a bard spell of 1st level or higher, you can choose one of the spell's target and subject it to a surge of elemental power, producing one of the following effects of your choice:
Creative Embrace. The target gains 1d6 temporary hit points for each level of the spell.
Impeccable Physicality. The target's speed increases by 5 feet for each level of the spell until the end of its next turn. The target can end this effect on itself early to automatically escape from nonmagical restraints, such as manacles or a creature that has it grapped.
Prismatic Fury. The target must succeed on a Dexterity saving throw against your spell save DC or take 1d6 cold, fire, lightning, or thunder damage (your choice) for each level of the spell.
Druid
The druid receives a new subclass, the Circle of Roots, in this section, as detailed below.
Circle of Roots
The balance of nature is founded upon the iron principle that life and death are but two sides of a single coin, intertwined and symbiotic. As trees wither and die, their remains seep down into the soil, where they become food and energy to fuel the roots of new life and growth. In this way, all plants and creatures are but cogs in a grand cycle that encompasses the entire world as one living, breathing organism, filled with boundless energy that flows back and forth between the living and the dead.
Druids of the Circle of Roots, also known as witherbloom druids, draw their magic from this cycle, rejoicing in both the creation of thriving life and its inevitable death. They tap and manipulate the transition of energy between these states, acting as guiding hands and physicians who tend to the health and well-being of the world. Some adherents focus on vital energies to nurture life and empower others, strengthening their ties to the world so that they may flourish. On the other hand, some members wantonly embrace the wilt and decay of death to sap and strike down their foes, pruning undesirable creatures from the tree of life.
Circle Spells
Starting when you join this circle at 2nd level, your connection to the world's energy grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Roots Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Roots Spells
Druid Level | Spells |
---|---|
2nd | cure wounds, inflict wounds |
3rd | lesser restoration, ray of enfeeblement |
5th | revivify, vampiric touch |
7th | aura of life, blight |
9th | contagion, mass cure wounds |
Bonus Cantrip
At 2nd level, you learn the spare the dying cantrip, which counts as a druid cantrip for you but doesn't count against the number of druid cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Essence Brews
Starting at 2nd level, you can tap into the world's life energy and use it to brew potent elixirs. When you finish a long rest, you can use your herbalism kit to create a number of magical brews, up to a number equal to your proficiency bonus, in an equal number of empty flasks you touch. The brews you create needn't be the same for every flask, but a flask can hold only one of your brews at a time.
You can create additional brews by expending a use of your Wild Shape for each one. When you do so, you use your action to create the brew in an empty flask you touch.
When you create a brew, you choose one of the effects listed below and infuse it into the brew. A brew retains its potency until used or until you finish a long rest, after which it vanishes from its flask.
A creature holding one of your brews can use an action to drink the brew or administer it to another creature within reach, producing the brew's effect.
Emboldening. A creature that consumes the brew gains the following benefit, which it can use once within the next 10 minutes: when the creature misses with an attack roll or fails an ability check or saving throw, it can reroll the d20 and must use the new roll. Once the creature uses this benefit, the brew's effect on it then ends.
Fortifying. When you create this brew, choose one of the following damage types: acid, cold, fire, necrotic, poison, or radiant. A creature that consumes the brew gains resistance to the chosen damage type for 10 minutes.
Quickening. A creature that consumes the brew regains 2d4 hit points, and one disease or condition afflicting the creature ends (the creature's choice when it consumes the brew). The condition can be charmed, frightened, paralyzed, poisoned, or stunned.
Toxifying. Instead of consuming the brew, a creature uses an action to apply the brew to a simple or martial weapon, which the weapon retains for 10 minutes. The next time a creature is hit with a weapon attack using the weapon, or a piece of ammunition fired from the weapon, the target takes an extra 2d8 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.
Living Cradle
Starting at 6th level, you can transfer your own life force to others to stave off their demise. When a creature you can see within 60 feet of you makes a death saving throw, you can, as a reaction, spend one of your Hit Dice to grant the creature a +10 bonus to its roll. You use your reaction before the creature makes its roll, and if applying this bonus increases the total to 20 or higher, roll the spent Hit Die and add your Constitution modifier, and the creature regains hit points equal to the total (minimum of 1 hit point).
Once you grant this benefit to a creature, you can't grant it to that creature again until you finish a short or long rest.
Mortal Duality
At 10th level, your connection to the flow of life energy deepens. Necrotic damage you deal ignores resistance to that damage, and when you deal damage with a druid spell, you can change the spell's damage type to necrotic.
Additionally, when you restore hit points to a creature using a spell or druid feature, the creature regains additional hit points equal to your Wisdom modifier (minimum of 1 hit point).
Withering Dispersal
Starting at 14th level, your magic can tip the scales of balance between one source of life energy and another. As an action, you conjure a wave of life-draining energy in a 30-foot cube originating from you, producing one of the following magical effects of your choice:
- Feast of Roots. Every creature in the area, other than constructs or undead, must make a Constitution saving throw against your spell save DC. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The life force of each affected creature is then siphoned into the cube's area, which immediately becomes overgrown with lush plant life. For 1 hour thereafter, a creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
- Essence Tap. You drain the life force from all nonmagical plants in the area that aren't creatures, such as trees and shrubs, causing them to wither and die instantly. You then gain healing energy which restores up to 100 hit points, which you divide as you choose among any number of creatures of your choice, other than constructs or undead, within the cube.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.
Sorcerer
The sorcerer receives a new subclass, Paradox Magic, in this section, as detailed below.
Paradox Magic
Your sorcerous powers are derived from the contradictions found within the weave of magic itself. By breaking down and manipulating the fundamental concepts of reality, you can create paradoxes that tug and twist at the very fabric of existence in ways that would otherwise be impossible and illogical.
Each sorcerer is touched by this strange magic in their own unique way, but the circumstances behind the origin of such powers are invariably the same: somehow, somewhere, you came into contact with a magical paradox, the essence of which now resides within you. Consult the Paradoxical Origins table for a possible origin of your power.
Paradoxical Origins
d6 | Origin |
---|---|
1 | You were exposed to a temporal anomaly, infusing you with magical powers. You sometimes experience memories of events yet to come, confusing them with the past. |
2 | You once died for a brief period of time, only to be revived by some fane ritual. A sliver of something unnatural now clings to your soul, appearing somewhere on your body when you use your sorcerous powers. |
3 | You inadvertently triggered a hidden loophole in a binding magical contract, and were cursed with illogical powers as a result. |
4 | You fell through an interplanar portal and suffered a mishap, causing you to emerge out the other side with strange new abilities. |
5 | The sentience of a creature formed from the cosmic void dwells within you, lending you its strength to keep you alive as its host. When you use your powers, your mind fills with screeching static. |
6 | You once read a forbidden tome that filled your mind with maddening secrets. When your senses returned, you found you could defy the natural laws of your world. |
Paradox Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Paradox Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration spell, and it can come from any class's spell list.
Paradox Spells
Sorcerer Level |
Spells |
---|---|
1st | chaos bolt, sanctuary |
3rd | enlarge/reduce, warding bond |
5th | counterspell, haste |
7th | death ward, freedom of movement |
9th | antilife shell, passwall |
Errant Conclusion
Starting at 1st level, you can influence reality to tilt the probabilities affecting a creature. When you cast a sorcerer spell of 1st level or higher, you can choose one of the spell's targets or a creature within 30 feet of you (which can be yourself), causing one of the following effects of your choice:
- Negative Shift. The target must make a Charisma saving throw against your spell save DC. On a failed save, the creature must roll a d6 and subtract the number rolled from the next attack roll it makes before the start of your next turn.
- Positive Shift. Once before the start of your next turn, the target can roll a d6 and add the number rolled to an attack roll, ability check, or saving throw of its choice. The target can choose to do so after rolling the d20, but before the DM determines the result of the roll.
Paradox Sorcery
Starting at 6th level, when you cast any spell of 1st level or higher from your Paradox Spells feature, you can cast it by expending a spell slot as normal or by spending a number of spell slots equal to the spell's level.
If you cast the spell using sorcery points, you can choose one willing creature you can see within 30 feet of you. You and the creature both teleport, swapping places with each other.
Null Logic
At 6th level, you learn to overload your enemies with contradictory events. Immediately after you deal damage to a creature, you can use a bonus action to subject the creature to a paradox. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned until the start of your next turn.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Existential Schism
Starting at 14th level, you can create spatial paradoxes to displace your injuries into an alternate reality. When a creature you can see deals damage to you, you can use your reaction to take no damage and instead regain a number of hit points equal to half the damage dealt.
Once you use this reaction, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Twin Paradox
At 18th level, you can reach through the space between realities to pluck yourself from an alternative timeline. As an action, you can summon a perfect duplicate of yourself in an unoccupied space within 5 feet of you. The duplicate is corporeal and uses all your statistics, and it lasts for 1 minute or until either it or you drops to 0 hit points, at which point it vanishes.
The duplicate is friendly to you and your companions and obeys your mental commands, moving in accordance with your wishes and acting on your turn in combat. The duplicate cannot take any actions. You can perceive through the duplicate's senses as long as you are on the same plane of existence (no action required), and for the duplicate's duration, you can perform any action as though you were in the duplicate's space.
Each time a creature targets you with an attack or a harmful spell or effect while your duplicate is within 120 feet of you, roll a d20. On a roll of 11 or higher, you and the duplicate instantaneously swap places, with no indication of having done so, and the duplicate becomes the target instead of you.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Warlock
The warlock gains a new subclass, the Logos, in this section, as detailed below.
The Logos
Your patron is an entity formed from the manifestation of ancient words of power, commonly known as a Logos. These enigmatic beings are stewards of the powerful emotions brought forth by language spoken and silent, written and gestured, positive and negative. Many of the first Logos came into existence as living scriptures of divine worship or as the sentient consciousness of an arcane grimoire, while others serve as mighty guardians of magical lore, jealously presiding over vast archives and ancient libraries hidden across the multiverse.
The Logos hone the power of magical incantations founded upon words of special significance, and your pact with such an entity reflects this. Those who strike bargains with a Logos find great value in channeling this magic, weaving words of formulaic eloquence to bring safety and salvation to their allies and despair and destruction upon their enemies.
Magic of the Word
Starting when you entreat with this patron at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Logos Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Logos Patron Spells
Warlock Level | Spells |
---|---|
1st | command, healing word |
3rd | blindness/deafness, suggestion |
5th | sending, tongues |
7th | banishment, compulsion |
9th | dominate person, Rary's telepathic bond |
Additionally, when you gain the Mystic Arcanum feature, your patron lets you choose from an expanded list of spells when you learn an arcanum. The following spells are added to the warlock spell list for you. (You learn the spell only if you select it as your arcanum for that spell level.)
Logos Arcanum Spells
Spell Level | Spells |
---|---|
6th | word of recall |
7th | divine word |
8th | telepathy |
9th | power word heal |
Gift of the Logos
At 1st level, you learn the vicious mockery or word of radiance cantrip (your choice) from your patron. The cantrip counts as a warlock cantrip for you, but it doesn't count against the number of warlock cantrips you know.
Additionally, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, or Persuasion.
Words of Affirmation
At 1st level, you learn to bolster your allies by invoking words laced with magic. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the ally can hear you.
Indelible Censure
Starting at 6th level, you can manifest the magical potential of creation to crush the hearts and minds of your enemies. As an action, you utter words of power and create a field of magical energy in a 20-foot-radius sphere centered on a point of your choice that you can see within 60 feet of you. The field lasts for 1 minute or until you are incapacitated, and its area is filled with dim light.
When a creature hostile to you enters the field for the first time on a turn or starts its turn there, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's mind becomes overwhelmed with magical incantations; until the field disappears, the creature is deafened, and it cannot speak or cast spells that include a verbal component. If an affected creature ends its turn within the field, the incantations crescendo, and the creature takes 2d8 psychic or radiant damage (your choice each time it takes this damage).
If an affected creature ends its turn outside the field, it can repeat the Wisdom saving throw, ending the effect on itself on a success.
Once you create this magical field, you can't do so again until you finish a short or long rest.
Infusion of Eloquence
At 10th level, the words woven into your magic induce ecstasy and dismay in whomever they reach. When you cast a warlock spell that deals damage, you can invoke additional words of power to modify it in the following ways:
- You change the spell's damage type to psychic or radiant damage (your choice).
- You gain a bonus to the spell's damage rolls equal to your proficiency bonus.
- Every creature damaged by the spell is frightened of you or charmed by you (your choice) until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The True Word
Starting at 14th level, you can exploit negative emotions to bind an enemy's body and mind with but a single utterance. When a creature you can see within 30 feet of you takes damage, misses with an attack roll, or fails an ability check or saving throw, you can use your reaction to speak your patron's name and call forth their power upon that creature. If the creature can hear you, it must make a Charisma saving throw against your spell save DC. On a failure, the creature is paralyzed until the end of its next turn. On a success, the creature is immune to this effect for 24 hours.
Once a creature fails its saving throw against your use of this reaction, you can't use this feature again until you finish a long rest.
Wizard
The wizard gains a new subclass, Archaeturgy, in this section, as detailed below.
Archaeturgy
For a wizard, the study of magic is founded upon the accumulation and transfer of magical knowledge across generations, with each arcane discovery giving rise to new avenues and innovations which then serve as the basis for yet more knowledge. Some wizards devote themselves to this history itself, drawing power from the scholars and mages of old to manifest ancient arcane wonders. These practitioners are often found in the company of long-dead spirits summoned from venerable slumber, beckoned forth to provide their aid — for whom better to assist a wizard in their pursuits of magical history than one who has experienced it first-hand?
Antique Knowledge
When you join this college at 2nd level, you learn new talents to bridge the void between past and present. You gain proficiency with one skill and one tool of your choice, and you learn two languages of your choice.
Precursor Bond
Starting at 2nd level, you can call upon ancient spirits to provide guidance to you. Choose one of the following types of ancient spirit to form a bond with: Healer, Sage, or Warrior. While you are bonded with a spirit, you gain the following benefit associated with that type of spirit.
Healer. You have the guiding bolt and sanctuary spells prepared. Each spell counts as a wizard spell for you, but it doesn't count against the number of wizard spells you can have prepared.
Sage. When you or a creature you can see within 10 feet of you fails an ability check, you can use your reaction to roll a d4 and add the number rolled to the creature's ability check, potentially turning it into a success.
Warrior. You have proficiency with simple and martial weapons.
When you finish a long rest, you can break your bond with your chosen spirit and bond with a new spirit of a different type.
Ancient Animation
At 6th level, you learn to form magical artifices which house the spirits of departed adventurers. You can spend 10 minutes of uninterrupted work, which can coincide with a short or long rest, to call forth an ancient spirit. The spirit appears in an unoccupied space within 10 feet of you, and it takes the form of a corporeal, freestanding, animated Medium statue. See this creature's game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in some places. The type of spirit bonded with you with your Precursor Bond feature determines certain traits in the companion's stat block, as well as the appearance of its statue form.
The ancient companion is friendly to you and your companions, and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
Ancient Companion
Medium construct, any alignment
- Armor Class 14 (natural armor) or 16 (Warrior)
- Hit Points 5 + five times your wizard level (the companion has a number of Hit Dice [d8s] equal to your wizard level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 15 (+2) 14 (+2) 14 (+2) 11 (+0)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened
- Senses passive Perception 12
- Languages speaks and understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.
Sage's Counsel (Sage Only). While within 10 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Spirit Bond. You can add your proficiency bonus to any ability check or saving throw that the companion makes.
Actions
Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB force damage.
Healer's Light (3/Day, Healer Only). The companion chooses a creature it can see within 10 feet of itself and flares with invigorating light. The creature regains 1d8 + PB hit points.
Reactions
Warrior's Protection (Warrior Only). When a creature within 10 feet of the companion makes a Strength or Dexterity saving throw, the companion lends its assistance to the creature. The creature can roll a d4 and add the number rolled to the saving throw.
Once you conjure an ancient companion with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to conjure one again.
The companion vanishes when it drops to 0 hit points, when you use this feature to conjure a new companion, or when you die. Anything the companion was wearing or carrying is left behind when the companion vanishes.
Lessons of the Past
At 10th level, you learn how to better listen and take to heart the teachings of history. You gain additional benefits based on the type of ancient spirit bonded with you with your Precursor Bond feature.
Healer. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. Additionally, when you regain hit points from a spell or magical effect, you regain an additional 1d8 hit points.
Sage. You have advantage on ability checks made using the Arcana, History, Nature, and Religion skills. Additionally, once on each of your turns when you deal damage to a creature with a spell of 1st level or higher, you can deal an additional 1d8 force damage to that creature.
Warrior. You can cast mage armor at will, without expending a spell slot. Additionally, if you use your action to cast a wizard cantrip, you can make one weapon attack as part of the same action.
Historical Whims
Starting at 14th level, your magic can channel the wild and flowing nature of time itself, blurring the lines between past, present, and future. As a bonus action, you can immerse yourself in chronal chaos, entering a state which lasts for 1 minute or until you are incapacitated.
When you enter this state, and at the start of each of your turns for its duration, you can draw upon the bonds of time and gain one of the benefits listed below, the effect of which lasts until the start of your next turn. You cannot choose the same benefit in consecutive rounds.
Luck. You receive brief flashes of the future, steeling yourself against oncoming assaults. You gain proficiency in all saving throws.
Resistance. You rewind time upon yourself, knitting together injuries as they occur. You gain resistance to bludgeoning, piercing, and slashing damage.
Swiftness. Time becomes disjointed in your immediate area, slowing others while accelerating you. Your speed increases by 15 feet, and your movement doesn't provoke opportunity attacks.
Once you use this bonus action, you can't do so again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.
Art Credits
The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.
- Cristi Balanescu (ArtStation; pg 4)
- Dominik Mayer / "DTMayer" (ArtStation; pg 2)
- Johannes Voss / "Algenpfleger" (ArtStation; pg 3, 6)
- Kieran Yanner (ArtStation; pg 9)
- Randy Vargas / "Vargasni" (ArtStation; cover)
- Zezhou Chen (ArtStation; pg 7)
Thank You ...
... for taking the time to read this reimagining of the Bard class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.