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## The College of the Troupe Bards of the College of the Troupe embrace the saying - jack of all trades, master of none: they find that the most efficient way to pick up new tricks is by searching the world for those masters for which double as muse. Their reliance on others reflects in the way they fight, coordinating with others to pull off flashy combos. The College of the Troupe is known to be an eclectic group not known for any strong sense of kinship or tradition. Early training begins with the arcane, then steel, but once a handful of useful skills have been obtained, bards of this college scour the land for a group they can truly call their own. ### Bonus Proficiencies When you join the College of Troupe at 3rd level, you gain proficiency with medium armor. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. ### Master as Muse When you join the College of the Troupe at 3rd level, you gain the ability to synchronize your attacks with allies. You can spend your reaction to expend one use of your bardic inspiration to coordinate with an ally within 5 feet of you: **Synchronized Strike:** When that ally targets an enemy with an attack, you can make an attack against the same target. Roll your attack first. Your ally may use your d20 roll on their attack instead of their own and can add your bardic inspiration die to the damage roll. **In Step:** When that ally moves, you can move alongside them up to your speed. You must end within 5 feet of where your ally ends their move, and both of you don't provoke opportunity attacks. You and your ally gain temporary hit points equal to your bardic inspiration die. **Shared Skills:** When that ally makes a skill check, you can make the same skill check and your ally can use your skill check instead of their own. They can add your bardic inspiration die to their skill check. After taking this reaction, you can't take Actions until after your next turn. ### Supplicant Spell Starting at 6th level, your ability to simulate your peers extends to spellcasting. When an ally within 5 feet uses their action to cast a spell of spell level one or higher, as a reaction you can cast the same spell using a bard spell slot. \columnbreak After taking this reaction, you can't take Actions until after your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. ### Magical Mayhem At 14th level, you unlock the ability to pull of more intricate magical maneuvers with your troupe. When you use your supplicant spell feature, the spell you cast no longer has to be the same as the spell your ally casts if it is a spell you know. Additionally, you cast your spell first, and your ally gains one of the following benefits: - **Wear Them Thin:** If a creature fails a saving throw as part of an effect of your spell, it also automatically fails the first saving throw caused by your ally's spell. - **Elemental Shock:** All creatures who take elemental damage from your spell gain vulnerability to elemental damage of the opposing type for purposes of your ally's spell. | Element 1 | Element 2| |:---:|:-----------:| | Fire | Ice | | Acid | Poison | | Force | Psychic | | Necrotic | Radiant | | Lightning | Thunder | - **Share the Burden:** Your ally can lose concentration of their spell without ending their spell early if you are still concentrating on your spell.
Art from Shadow of Spellbreak