College of Legends
Hit Points
Hit Dice: d4 per College of Legends level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Class Features
Legendary Weapon
Starting at 3rd level, your ancestral weapon resonates with the legends of your people. You can expend one use of your Bardic Inspiration to infuse your weapon with legendary power for 1 minute, granting one of the following effects:
Impossibly Sharp: your weapon lands a critical hit on a 19 or 20.
Burning: your weapon does an extra 1d6 fire damage. This increases to 2d6 at level 5, 3d6 at level 11, and 5d6 at level 15.
Shattering: your weapon deals maximum damage to objects and structures.
Culling: when you strike an enemy with an attack, you can make a single attack against another opponent adjacent to that enemy. This can chain a number of times equal to your Strength modifier, but a given enemy can only be hit once per round by this effect.
Glamoured: the appearance of your weapon is disguised with a magical glamour. Its new appearance must be approximately the same size as the actual item (a greatsword could be disguised as a staff or fishing pole, but not a dagger or stone), but otherwise the appearance is up to you. While disguised in this way, it radiates no magical aura. Outside of combat, this effect lasts for an hour instead of a minute.
Living Saga
Starting at 6th level, you embody the legends of which you speak. You can spend part of a short rest reciting these legends with your Legendary Weapon. Until you next finish a short or long rest, your Legendary weapon gains properties associated with the legend you told. When you gain this ability you may pick two legends to add to your repertoire. You learn another legend at 5th level, 10th level, 15th level.
Legends
Legend of Fury: your songs inspire a battle-rage in your allies. While you embody this legend, you can use your bonus action on each turn to perform an infuriating song, granting yourself and allies within 30ft (+10ft per level) advantage on Strength checks and saving throws. Each consecutive round that you continue this performance, you must succeed a Performance (Constitution) check to continue the performance. The DC for this check is equal to 10 + the number of consecutive rounds you have been performing. If you fail, you cannot use this ability again until you finish a long rest. Creatures affected by this song cannot Concentrate on spells, and must make a Concentration check to successfully cast a spell. The DC of this check is equal to 12 plus the level of the spell slot used to cast the spell.
Empowered: you can expend one use of Bardic Inspiration to further infuriate allies affected by your song. They gain a damage bonus to Strength based attacks equal to your Charisma modifier, and advantage on Wisdom saving throws.
Legend of Strength: your ancestral weapon gains the Thrown attribute with a range of 20ft. In addition, you may call it back to your hand as a bonus action.
Empowered: by spending one use of bardic inspiration, you increase the range of your weapon to 60ft. Add your bardic inspiration die to the damage dealt by this attack, even if the attack misses.
Legend of Endurance: your songs invigorate allies within 100ft. While you embody this legend, you can use your bonus action on each turn to perform an invigorating song, allowing allies who can hear you to ignore 1 level of exhaustion. Each consecutive round that you continue this performance (or each hour if you are on the march), you must succeed a Performance (Constitution) check to continue the performance. The DC for this check is equal to 10 + the number of consecutive rounds (or hours) you have been performing. If you fail, you cannot use this ability again until you finish a long rest.
Empowered: by expending one use of bardic inspiration, you can cause affected allies to ignore all levels of exhaustion for the duration of the song. Exhaustion can still be gained during the song, and all of the penalties return as soon as the song ends.
Legend of Adventuring: you gain a climb and swim speed equal to your normal speed, and gain Darkvision for 40ft
Empowered:By expending one use of bardic inspiration, you and your allies gain the ability to walk on air for 1 minute. It feels in every way like walking on solid ground.
Legend of Vengeance: when you are targeted by a melee attack, you can use your reaction to make an attack of opportunity on the attacker. This does not cancel the effects of the original attack.
Empowered: when you use Legend of Vengeance, you can expend one use of Bardic Inspiration. If you do, the target must make a Strength save against your Spell Save DC or be either knocked prone, or shoved 10ft (your choice). In addition, you can add the result of the expended Bardic Inspiration die to your weapon damage.
Legend of Ice and Fire: when you tell this legend, you pick one of the following energy types: Fire, Cold, Thunder, Lightning. When you walk, a 10ft trail of the selected energy follows you as you move. Creatures entering the trail or beginning their turn in the trail take damage of the appropriate type equal to your level. Whenever you hit a creature who is in your trail with a melee attack, they extra damage as if they had just entered your elemental trail.
Empowered: you can expend one use of your Bardic Inspiration to extend your trail in either: a 5ft radius, a 15ft cone, or a 30ft line.
Extra Attack
At 10th level, you strike with legendary speed. When you take the Attack action, you can make 2 attacks instead of just one.
Living Legend
At 14th level, you become a legend in your own right. Choose one of your Legendary Weapon abilities. It becomes permanent. You can still use the others as normal.