bard college of daredevils
the college of daredevils knows that the best form of entertainment is the death defying antics of their college. jumping from buildings, swallowing fire, and even spitting swords are just a few of the stunts they manage to pull of!
death defying
When you choose this college at 3rd level, you become near impossible to kill. when you drop to or past 0 hit points, you can expend a hit dice. roll the hit dice, you regain an amount of hit points equal to the number you rolled. you must finish a long rest before you can use this trait again.
swallow fire
at 6th level, you learn how to swallow and spit fire. you learn the dragons breath spell(XGtE page 154). in addition, when you get hit by fire damage, you can swallow it, reducing the damage by 1d10+your constitution modifier. you can use this trait a number of times equal to your charisma modifier. you regain all uses of this trait when you finish a long rest.
dramatic exit
at 10th level, you can dissapear to the sound of thunderous applause. you know the thunder step spell and can cast at will and as a bonus action a number of times equal to your charisma modifier. you regain all uses of this trait when you finish a long rest.
master of stunts
at 14th level, you have became a master of stunts. whenever you get hit by a melee attack, you can swallow the sword. you can reduce its damage by 1d10+your constituition level, and attempt to swallow it. you and the weilder of the weapon must make opposing strength checks. if you roll higher, you swallow the sword. if you roll lower, you take peircing damage equal to your enemys strength modifier. if you swallow the sword, you can spit it out at an enemy within 10 ft. of you. make a ranged attack. on a hit, the target takes the normal damage of the weapon.
dragons breath
2nd level transmutation
- Casting Time: 1 bonus action
- Range: touch
- Components: V, S, M (a hot pepper)
- Duration: concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
thunder step
3rd level conjuration
- Casting Time: 1 action
- Range: 90 ft.
- Components: V
- Duration: instantanious
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport 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 cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
at higher levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.