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College of Engineering
Bards of the College of Engineering are keen inventors who combine artistry with practicality to push mortals forward. Villages often employ these bards to improve the infrastructure and aid in modernising their people.
A Flight of Fancy
At 3rd level, you gain proficiency with Tinker’s tools. Using those tools, as an action, you can engineer a makeshift engine for a medium object weighing no more than 60 pounds within 5 feet of you for the next minute.
As a bonus action, you can command the object to fly at high speed up to 15 feet in a direction of your choice up to 15 feet if you have more than one engine they all go in the same direction. If it would collide with a creature it must make a Dexterity saving throw. On a failed save, that creature takes 1d8 + your Charisma modifier bludgeoning damage and is knocked prone.
You can make a number of engines equal to your Charisma modifier and regain all uses upon finishing a long rest.
Inspired Invention
Also at 3rd level, you can tap into your pool of magic and use it to create form from your imagination. You or a creature with your Bardic inspiration can expand its usage to create a small mundane object. The object lasts for 1 hour before disappearing.
Visual Learning
At 6th level, you know how to break down magic to its basics, reconstructing the schematics of the of the spell. When you see a creature within 60 feet of you cast a spell you can expend a use of your Bardic Inspiration feature to memorise the components and incantations of that spell. The spell is added to your spells known for the next hour.
Great Flying Fortress
At 14th level, you have created an object of immeasurable creativity and potential, this object could be a ship in a bottle or another object of your choice. As an action, you can command this object to undergo a transformation in an unoccupied space. The object rapidly grows into a floating fortress that remains until you use an action to dismiss it, which works only if the fortress is empty and any non-living objects are shrunk and remain in the fortress.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors decorated to your specifications, with a Ladder running along one wall to connect them. The Ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your Command, which you can speak as a bonus action. It is immune to the knock spell and similar magic.
The fortress is made of materials of your choice, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 Hit Points, immunity to damage from nonmagical Weapons excluding siege Weapons, and Resistance to all other damage.
The fortress can has a flight speed of up to 3 mph and repairs itself whenever you take a long rest.