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### College of a Thousand Faces Some may argue that civilization was birthed from stories. People came together out of convenience of resources such as food and water, but for what reason do they stay together when famine strikes? When battles rage? When disease runs through their homes? Tradition, culture, and even gods were born from the stories people told that brought them together. Every culture has a myth, be it of the gods of the harvest or the heroes that saved them centuries ago. Bard who study the College of a Thousand Faces can speak the form of these heroes, villains, and other such legends into the world to deliver their stories unto your enemies and friends in kind. #### College of a Thousand Faces Features | Bard Level | Feature | | :---: | :---: | | 3rd | Creating a Legend | | 6th | Embodiment of Myth | | 14th | Strength of Storytelling | #### Creating a Legend When you join the College of a Thousand Faces at 3rd level, you gain the ability to manifest the universal archetypes found in myths. Whenever you finish a long rest, you can tell the story of a character and the archetype it embodies. See the Archetype's game statistics in the Archetype stat block, which uses your proficiency bonus (PB) in several places. When you manifest it, choose the type of archetype you wish to tell the story of: Hero, Foil, Sage, Trickster, or Adversary. Your choice of archetype determines certain traits in its stat block. You determine the archetype's appearance, but it is identifiable as a creation of magic upon close inspection. The archetype is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. As an action, you can touch the archetype and expend a spell slot of 1st-level or higher. The archetype regains a number of hit points equal to 10 times the level of spell slot expended. The companion perishes when it drops to 0 hit points, when you decide to tell a different archetype's story at the end of a long rest, or when you die. When the companion perishes, you place a bookmark in its story and wait to tell it again. When you use your Bardic Inspiration feature, you can control your archetype as part of the same bonus action you use for Bardic Inspiration. \columnbreak ______ > ## Archetype >*Medium Construct, Any Alignment* > ___ > - **Armor Class** 14 (natural armor) + 2 (Hero only) > - **Hit Points** 5 + 5 times your bard level (the companion has a number of Hit Dice [d8s] equal to your level in this class) > - **Speed** 30 ft. + 15 ft. (Trickster only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+2)|14 (+2)|6 (-2)|10 (0)|16 (+3)| >___ > - **Saving Throws** Wis +2 > - **Condition Immunities** charmed, exhaustion, frightened > - **Senses** passive Perception 10 > - **Languages** speaks and understands the languages you speak > ___ > ### Actions > ***Heroic Strike (Hero only).*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB bludgeoning, piercing, or slashing damage (your choice when you attack). > ***Antagonist's Bid (Foil only).*** Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d4 + PB piercing damage. If another enemy of the target is within 5 feet of it and that enemy isn't incapacitated, the archetype can make a second attack as part of the same action. ***Ancient Wisdom (Sage only).*** Ranged Spell Attack: your spell attack modifier to hit, reach 60 ft., one target you can see. Hit: 1d6 + PB force damage. ***Unseen Strike (Trickster only).*** Ranged Weapon Attack: your spell attack modifier + 5 to hit, reach 30 ft., one target you can see. Hit: 1d6 force damage. ***Overwhelm (Adversary only).*** Melee Weapon Attack: your spell attack modifier -3 to hit, reach 10 ft., one target you can see. Hit: 2d6 + PB psychic damage. > > ### Reactions > ***Protective Ward (Sage Only).*** When a creature within 15 feet of the companion makes an Intelligence or Wisdom saving throw, the creature can roll a d4 and add the number rolled to the saving throw. \pagebreak #### Embodiment of Myth At 6th level, your ability to speak legends can infuse you with the essence of myth. You gain the following effects based on the archetype you are embodying: ***Hero.*** You have advantage on Wisdom saving throws against being frightened or charmed. ***Foil.*** You can cast spells of 2nd level or lower without somatic or verbal components. ***Sage.*** Choose one 2nd level or lower spell from any class that has a casting time of one action. The chosen spell counts as a bard spell for you. You can cast it without using a spell slot, and you must finish a long rest before you can cast it again. You can also cast it from your archetype's space, using your senses. ***Trickster.*** As a bonus action, you can swap places with your archetype if it is within 30 feet of you. ***Adversary.*** When your archetype reduces a creature to 0 hit points, creatures of your choice within 10 feet of it must make a Wisdom saving throw against your spell save DC, becoming frightened of you or your archetype on a failed save. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Strength of Storytelling At 14th level, your ability to embody the legends spoken of in stories strengthens. You gain the following effects based on the archetype you are embodying: ***Hero.*** When a creature uses your Bardic Inspiration die, it can roll twice and use either result. ***Foil.*** As a reaction when a creature within 30 feet of your archetype makes an attack roll, ability check, or saving throw, your archetype can capitalize on its presence to distract the creature. The creature must reroll the d20 and use the lower roll. Once you use this feature, you can't use it again until you finish a short or long rest. ***Sage.*** When you use your Bardic Inspiration feature on a creature, the creature gains a flying speed of 15 feet until it expends the Bardic Inspiration die. ***Trickster.*** When you or a creature you can see within 30 feet of your archetype is hit by an attack roll, you can use your reaction to choose a different creature within 30 feet of it, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This duplicity can transfer the attack's effects regardless of the attack's range. You can use this feature twice, and you regain all expended uses when you finish a long rest. ***Adversary.*** If your archetype is reduced to 0 hit points, you can use a reaction to make creatures of your choice within 30 feet of it make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much on a successful save. If you are reduced to 0 hit points, you can use your reaction to regain hit points equal to your archetype's current hit points, destroying it. \columnbreak At your option, you can pick from or roll on the Archetype Appearance table to determine which story you wish to tell. | d12 | Archetype Appearance | |:---:|:-----------:| | 1 | An unlikely farmer with scruffy hair and an undetermined fate practices swinging a rusty sword. | | 2 | A man with silver hair dresses in fine clothes and wears a finer smirk. | | 3 | There's a story of an old wizard with a massive pointed hat that can often be found sitting on a tree stump. | | 4 | A sly fox with sharp eyes seems to stare at you from beyond the crossroads. | | 5 | While called a monster, she's really just a poor, unfortunate soul. The monster is typically locked beneath her shadow, anyway. | | 6 | Looks can be deceiving. That smiling man could be a valiant knight, a god in disguise, or the sum of all evil. | | 7 | That doesn't have a form so much as a meaning... | | 8 | It's form is as amorphous as the tales told about it. | | 9 | It resembles a more attractive version of you. Is it your idealized self, or the darker side of you? | | 10 | Everybody recognizes her face. Nobody agrees on her character. | | 11 | You had a childhood friend that always dreamt of adventure. Your archetype looks identical to him, had he grown up. | | 12 | Loneliness is a horrific fate to suffer. Now it stands before you. |