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College of the Forgotten
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Bards are known throughout the world for telling the tales of heroes of old. Through these stories, these heroes live on. But among the bards there are those who channel the power of the ones who are not preserved in epic poems and songs, whose spirits offer strength and aid to those who keep them alive in their actions.
### Bonus Proficiencies At 3rd level, you gain proficiency in medium armor, shields, and martial weapons.
### Lost Blade At 3rd level, you are able to create a weapon of your choice as a bonus action. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Whenever you hit with this weapon, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 8d6.
### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. ### Bulwark of the Ancients By 6th level, you have learned to summon armor alongside your blade. As a part of the same bonus action you use to summon your weapon, you can create a suit of armor around yourself. The armor must be a type with which you are proficient. If you take damage while your armor is summoned, you can expend one spell slot as a reaction to reduce the damage you receive by 1d6 per spell level. The absorbed damage is then stored within your armor, and is added to your next attack with your summoned weapon. If this attack misses, the stored damage is wasted.
### Army of the Forgotten At 14th level, you can call the spirits of the ancients to your aid. On your turn you can expend a spell slot to summon 1d4 spirits. These spirits have an AC equal to 10 + the spell level used to create them (maximum of 18), hit points equal to your Charisma modifier + 2 times your Bard level + 2 times the spell level, and they use your bonuses for saving throws. Their attacks have a bonus to hit equal to the spell level used, and their attacks deal force damage equal to 1d8 + your Charisma modifier. In combat, these spirits take their turn immediately after yours. They disappear if you dismiss them (no action required), if you use this feature again, or if you die. You can use this feature a number of times equal to your Charisma modifier - 1 (minimum of 1 time), and you regain all expended uses on a long rest. ___ > ## Summoned Spirit > ___ > - **Armor Class** 10 + spell level (max 18) > - **Hit Points** your Charisma modifier + 2 times your bard level + 3 times spell level > - **Speed** hover 30 ft. >___ > - **Damage Immunities** psychic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft. > ___ > > ### Actions > ***Spectral Longsword.*** *Melee Weapon Attack:* + spell level to hit, Reach 5 ft, one target. *Hit* 1d8 + Charisma modifier force damage