Bards of this College are masters of motion and ingenuity. They are dashing performers, duelists, and alchemists who thrive where grace and grit collide. Whether on the stage or in a back-alley brawl, they move with a captivating rhythm, juggling blades and reagents with equal ease. Their art is one of improvisation, turning a defensive flourish into a decisive strike and a simple draught into a bottle of liquid resolve.
Level 3: Bonus Proficiencies
At 3º level, you gain Proficiency in one of the following Tools of your choice: Brewer's Supplies or Alchemist's Supplies.
You also gain Proficiency in one of the following skills of your choice: Performance, Acrobatics, or Sleight of Hand.
If you already have or later gain Proficiency in one of your chosen Skills or Tools from this feature, you gain Expertise in that Proficiency instead (your Proficiency bonus is doubled for any ability check you make with it) .
Level 3: Fighting Flair
You gain Proficiency with all weapons that have the thrown or finesse properties, and wielding them does not prevent you from performing the Somatic Components for your spells.
Additionally, when you make a d20 roll to which you add your Dexterity or Charisma modifier, you can use your Reaction, expend and roll one of your Bardic Inspiration dice, adding the number rolled to that roll. You can choose to use this feature after you see the initial roll but before the DM determines the outcome.
Level 6: Restorative Tincture
As an Action, you can expend one use of your Bardic Inspiration to create a Restorative Tincture in a flask. This tincture remains potent for 8 hours.
As a Bonus Action, a creature can drink the tincture or administer it to a creature within 5ft of it. The recipient can immediately Reroll a Saving Throw against an ongoing effect rendering it Frightened, Charmed, Poisoned, afflicted by a Disease, as well as also automatically making a new Death Saving Throw if its not stabilized and reduced to 0 hit points. The creature adds your Bardic Inspiration die to this new roll.
Level 14: Imbued Elixir
Over the course of 1 minute, you can touch a flask or bottle and weave the magic of one of your Bard spells into it, creating an Imbued Elixir. Doing so expends a spell slot of the appropriate level. The spell you choose must meet the following criteria:
- It must be of 3rd level or lower.
- It must have a casting time of 1 action.
- Its range must be Self or Touch.
- It must not require concentration.
Each elixir remains potent for 8 hours or until it is consumed.
As an Action, any creature can drink the elixir or administer it to a willing creature within 5ft from it. The creature who consumes the elixir is immediately affected by the spell. If the spell's range was Self, it takes effect on the consumer. If the spell's range was Touch, it takes effect on the consumer as if they had cast the spell on themselves.
New Industrial Class Options
Reimagined classes inserted onto a steampunk context .
Credits
All of the Internal Artworks are AI generated using my trained model available on OpenArt .
This is the V0.01 of a collection of many Industrial Classes .
About
I'm also a Technical and Visual Effects artist from game industry with most of my Game Design skill usually circling around tabletop games . Also always available to chat with you on Reddit or even by my personal and professional e-mail : ivan.garcia.filho@gmail.com
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