drspper1
2015-07-05, 03:06 PM
So I wanted to focus my bard as more of a Indiana jones/tomb raider flavoured direction, so I tried my hand at creating a college. My DM is quite accepting of character mechanical ideas if they fit, my bard is half-nymph (half-elf mechanically except I got fey ancestry replaced with a long rest inspiring leader feat, and called it nymph inspiration).
Originally I had more rogue features, which was negatively commented on, which was a lazy of me perhaps, so I put up an older idea I had for this that takes from a variety of sources that kinda fit...though i've never been sure about the level 14 feature.
Oh, and I've had people comment that this should be a rogue character, not bard, which I can see their point to some degree, but I quote from the Bard description in the PHB that expresses my feeling why this is more a Bard's area of expertise...
"Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange place, or encounter exotic creatures."
Below is my idea on this college, feel free to pick holes, give feedback and point out if some thing is over powered or under powered compared to the other colleges...
College of Archaeology
Bards of the College of Archaeology are no dull researcher, instead these lively adventurers do their research head-on in the field. They require the usual charm and social skills to learn secrets to lead them to hidden and lost worlds, while requiring greater reflexes and awareness to help avoid the inevitable risks involved with exploring lost caverns and forgotten dungeons.
Bonus Proficiencies
When you join the College of Archaeology at 3rd level, you gain proficiency in a single skill of your choice, as well as thieves’ tools, whips and improvised weapons. Their skill with the whip also enables them to make grapple actions against tiny or small targets and even use it to swing across pits up to 10 feet wide with a whip.
Danger Sense
Also at 3rd level, you gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to make an uncanny dodge to halve the attack’s damage against you.
Resilience
Beginning at 14th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t regain this benefit if you have 0 hit points.
Originally I had more rogue features, which was negatively commented on, which was a lazy of me perhaps, so I put up an older idea I had for this that takes from a variety of sources that kinda fit...though i've never been sure about the level 14 feature.
Oh, and I've had people comment that this should be a rogue character, not bard, which I can see their point to some degree, but I quote from the Bard description in the PHB that expresses my feeling why this is more a Bard's area of expertise...
"Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange place, or encounter exotic creatures."
Below is my idea on this college, feel free to pick holes, give feedback and point out if some thing is over powered or under powered compared to the other colleges...
College of Archaeology
Bards of the College of Archaeology are no dull researcher, instead these lively adventurers do their research head-on in the field. They require the usual charm and social skills to learn secrets to lead them to hidden and lost worlds, while requiring greater reflexes and awareness to help avoid the inevitable risks involved with exploring lost caverns and forgotten dungeons.
Bonus Proficiencies
When you join the College of Archaeology at 3rd level, you gain proficiency in a single skill of your choice, as well as thieves’ tools, whips and improvised weapons. Their skill with the whip also enables them to make grapple actions against tiny or small targets and even use it to swing across pits up to 10 feet wide with a whip.
Danger Sense
Also at 3rd level, you gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to make an uncanny dodge to halve the attack’s damage against you.
Resilience
Beginning at 14th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t regain this benefit if you have 0 hit points.