Remove these ads. Join the Worldbuilders Guild

Bard Subclass: Wandering Heart

The Wandering Heart, a spell-weaving vagabond, roams the winding roads of the world, leaving a trail of mesmerized souls in their wake. Their heart beats to the rhythm of the open road, dancing under starlit skies and following the call of distant lands. They've embraced a life of unconventional artistry, teaching themselves their unique brand of Bardic magic from a vast array of cultures and traditions encountered during their meandering journey through bustling bazaars, hidden groves, and forgotten ruins. A free-spirited virtuoso, the Wandering Heart adorns their body with unique ornaments and talismans, trinkets and trophies from far off lands and strange places.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

Unconventional Maestro

At 3rd level, you embrace the nomadic charm and unconventional artistry that define your wanderer's soul. You lose proficiency in all weapons gained from class features, background features, and racial features. Instead, you gain proficiency in one exotic weapon of your choosing, typically a weapon introduced from another land or odd culture during your travels.

Nomadic Rhythm

Also at 3rd level, your performances become a symphony of cultures and experiences, captivating audiences with the enchanting melodies of your stories and melodies. Your Charisma modifier is added twice to your spellcasting attack rolls and to the saving throw DCs of your bard spells, reflecting the vibrant spirit that flows through your nomadic artistry. Spells from feats or racial features not on the bard spells list do not benefit from this feature.

Take Aim

At 6th level, your mastery over your chosen weapon reaches new heights. You gain expertise in your exotic weapon, granting you a deeper understanding of its nuances and tactics. Additionally, you learn to channel all of your focus into a single attack, treating a ranged attack roll with your chosen weapon as a critical hit, dealing maximum damage. You can use this feature a number of times equal to half of your Dexterity modifier (minimum of 1), replenishing expended uses after a short or long rest.

Eyes On Me

At 14th level, you become a master of commanding attention and weaving your nomadic spirit into the very fabric of reality. You choose a number of creatures equal to your Charisma modifier within 30 feet of you. These creatures must make a Wisdom saving throw against your spell save DC. On a failed save, you choose if the affected creatures are either terrified of or mesmerized by you for one minute. If a target is terrified, they can take no actions other than moving directly away from you during this time, compelled to flee the powerful force of your presence. If a target is mesmerized, their speed is reduced to zero, their senses entranced by your captivating charms, and they can take no actions during this time. If you attack a creature under these effects during this time, you deal double damage and shatter the enchantment, ending the effect.
You cannot use this feature again until you complete a long rest.
subclass options:

Created by

Ticklesthegamemaster.

Statblock Type

Class Features

Link/Embed