Features
Faction
Golden Hearts (History/Remembrance)
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Brahman; The Arbor’s Kingdom; The Eden Knights
The Historic King:
Noel Znanyie Del Grey, The Veil’s Chosen Son, The Revelation, Grand Seer of The Rivers, Azonoth’s Redemption, The Grand Architect and the Voice of The Creator.
Founder: Ianthe Esclarmonde; The Old Voice of the Creator and Grand Guard of The Arbor.
The Fortuna: Kazanas W. Laufey
The Holy: Esfir Gul-Sigfried
The Grand Cleric: Anahel Siva
The Golden Sword: Khemu Bayek Alexander
The Crimson Shield: Heliodor Chaac-Esclarmonde
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Origin Skills: You gain one Proficiency in Investigation, History, or Religion and one of Any Language.
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Faction Loyalty One
The Shadows of History
Whenever in combat if you hold an Action you may instead hold your Action and Bonus Action if you were going to cast a spell up to 5th level, an attack, using a class feature, skill check, or item interaction in that point of time that you last were after your movement action. As a reaction to activation a shadow version of yourself does that action and bonus action for you. These shadows are able to do attack action abilities and features like Eldritch Smite, Reckless Attack or, ect. However, the debuff or buffs still applies to you as well as using a charge or spell slot and these shadows cannot cast the same spells that were casted the last round.
Disclaimer: This still goes off the rule of holding an action.
Grey Eminence
Out of combat you may do a ritual for 10 minutes to summon 2 shades that are invulnerable and untraceable in three areas you were within 15 minutes ago. These shades function as your eyes and ears and can gather information for you, but during this time, you are deaf and blind with regard to your own senses. If you have proficiency in the Investigation, History, or Religion skills, the shades also gain them. You may have up to 2 shades at a time and last for 5 minutes. You may summon these Once per long rest.
Disclaimer: Not including the room you were in for 10 minutes.
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Faction Loyalty Two
Remembrance of the Coreself
As a Reaction you may Summon a shadow of yourself to repeat the same action, bonus action, or reaction in the last round you used a spell or The Shadows of History. This doesn’t use up any additional charges of any abilities or spell slots. You may do this twice per long rest.
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Faction Loyalty Three
The Equinox of Everything
Whenever you use The Shadows of History you gain an additional reaction until the beginning of your next or, when you use Grey Eminence gain +5 AC during the concentration.
The Conflux of Time
As a reaction you may cause a Conflux which rewinds fate itself but keeps in the flow of the rivers. You skip your next turn but, in all areas of the last 4 rounds your Shadows of History was active or you used reactions you summon 4 Time Shadows in those last locations to repeat the actions and bonus used in that area. If there were no enemies in range of a melee attack the Shadow will run to the closest hostile creature within the range of the attack. Then at the end you may teleport to one of the locations the shadow was at. You may do this once per long rest.
Class
Level 1: Bardic Inspiration
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Level 1: Spellcasting
You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.
Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.
Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.
When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.
Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.
The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.
Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.
Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
Level 2: Expertise
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
Level 2: Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
College of Spirits
This subclass is from a different game edition. For a given subclass feature, you may gain that feature at a different level from the one specified in the subclass feature.
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.
Guiding Whispers
3rd-level College of Spirits feature
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.
Spiritual Focus
3rd-level College of Spirits feature
You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
Tales from Beyond
3rd-level College of Spirits feature
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.
If the tale requires a saving throw, the DC equals your spell save DC.
Spirit Tales
1: Tale of the Clever Animal.
For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.
2: Tale of the Renowned Duelist.
You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3: Tale of the Beloved Friends.
The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4: Tale of the Runaway.
The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5: Tale of the Avenger.
For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6: Tale of the Traveler.
The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7: Tale of the Beguiler.
The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8: Tale of the Phantom.
The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.
9: Tale of the Brute.
Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
10: Tale of the Dragon.
The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11: Tale of the Angel.
The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Tale of the Mind-Bender.
You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16. (+2 CHA)
Level 5: Font of Inspiration
You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Level 6: Spirit Session
6th-level College of Spirits feature
Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.
Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.
Level 8: Ability Score Improvement
ASI: +2 DEX
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Level 9: Song of Rest (d8)
At 9th level, the extra hit points gained from Song of Rest increases to 1d8.
Feats
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20. (DEX)
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Racial
Creature Type: Humanoid
Size: Medium
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Silver Cold 15 ft. cone (Con. save)
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Navi: Twin Fox Zoan
Navi: Twin Fox Zoan
Fox Allure and Speed: Gain Prof in Deception, Persuasion, and Intimidation.
Language- You have innate magic from the spoke word from the Gods. You know Common, Vox Maki, and can learn one other languages.(Aribel)
Story Rush. As a bonus action, you and one of your foxes move half your movement speed in a straight line. Any creatures of your choice who were within 10 feet of you during the movement are struck with a splintering shard of arcane force, instantly suffering 1d6 force damage. Creatures under the effects of the Shield spell take no damage as if the damage was from was a magic missile. You can use this Rush three times.
Fey-Flames: At level 3 as an action, you dismiss one of the foxes to create three motes of magical indigo fire(or Semblance Color). If there are any creature within 30 feet of you when you do this, the motes immediately launch towards the nearest one and attempt to strike them if they are a hostile creature or heal them if they are an ally, otherwise they vanish at the end of your turn. If there are multiple creatures who are the same distance away, you choose who is struck by each mote. A hostile creature targeted by a mote must succeed a Dexterity saving throw against your spell save DC (8+Cha Mod+Prof) or suffer 1d10 fire damage. If it's an ally they are healed 1d10. You may do this once per long rest
Star aligned
Star Awakening Base/Dragon Half Form
+25 Max Hp
+2 to Armor Class
DR to Star Aligned Damage based on Prof Mod
Star Formation: Twilight Butterfly; Nova
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This Star formation representing the balance between two Origins of Indigo and Amethyst; The Aspect of Temperance and Stories. Close to those that are there to witness and watch all major events to make sure that time and history flows through in perfect balance. Closest to storytellers, musicians and, advisors. This is also known as one of the 9 Veil Formations created by the conflux to protect the Arbor and World Source. Those that are able to be blessed by the star are able to harness the power of Harmony.
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DR: Lightning
Draconic Magic:
Temporal Harmony
Twice per day, as a full turn action you are able to use two spell slots from 1-3 into one spell to surge magic into your allies giving to empower them. X Allies immediately gains initiative and gain X Lightning damage to their weapon attacks or spell attacks. In doing this you become immobile for the next turn.
Transcend Level
Mount Chronos Ascension
Transcend LV?
Source: Indigo
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All, all of a piece throughout;
Thy chase had a beast in view;
Thy wars brought nothing about;
Thy lovers were all untrue.
'Tis well an old age is out,
And time to begin a new.
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Intoner Rite: Navi's Grand Redux
As you play the song of tales and past you are able to use your semblance to turn back time. As a full turn action to make a performance check with a dc of (10+ Half Your Level Rounded Up + Prof). Time reverses to the last round at the end of your turn reversing everything that had happen.
On a Fail you reverse all damage done and status and buffs on your Ally's within 60 ft to yourself. If this set you to 0 hp you create a paradox (Aka Bad Stuff).