College of the Myconid Kingdom

The bards of Mycorrhiza are trained in the traditional art of conjuring power-up blocks: mysterious boxes containing items that grant temporary magical boons. They also specialize in utilizing magic to replicate the legendary jump-based fighting techniques of their gnomish allies in Sibillini.
==Jump Attack==
3rd-level College of the Myconid Kingdom feature
You learn the jump spell, which counts as a bard spell for you, and doesn't count against the number of bard spells you know. In addition, when you cast the jump spell, it gains the following benefits:
*You can cast the spell as a bonus action.
*The spell has a range of 30 feet.
*While under the effect of the spell, a creature can use a bonus action to jump onto another creature's space, provided that it has enough movement speed and jump distance to do so. When a creature jumps into another creature's space in this way, it must make a melee spell attack using your spell attack modifier. On a hit, the target takes force damage equal to a roll of your bardic inspiration die + your spellcasting ability modifier. If the creature scores a critical hit by rolling a 20 on the attack roll, it can immediately repeat the attack, no action required. Whether the attack hits or misses, the creature lands in the nearest unoccupied space adjacent to the target without expending any movement.
==Power-Up Block==
3rd-level College of the Myconid Kingdom feature
As a bonus action, you can expend one use of your Bardic Inspiration to conjure a power-up block: a yellow box emblazoned with a white question mark, which appears above your head. When you hit the block (no action required), it shatters into tiny yellow cubes, and a power-up item emerges from within. Roll on the Power-Ups Table using your Bardic Inspiration die to determine the power-up that appears. The power-up is a Tiny object, which disappears when you bestow its power or when you finish a short or long rest.
As a subsequent bonus action, or as part of the same bonus action used to conjure the power-up, you can choose a creature within 60 feet of you other than yourself, and bestow them with the power-up's effect. 
You can retain only one power-up at a time, and rolling on the Power-Ups Table immediately ends the effects of the previous power-up.
If the power-up requires a saving throw or spell attack roll, it uses your bard spell save DC or spell attack modifier.
Power-Ups Table
Bardic Inspiration Die	Power-Up
1 	Flame Clover. For 1 minute, the target gains the ability to hurl balls of fire from their hands. When the target takes the Attack action on its turn, it can replace any of the attacks it makes as part of that action with a ranged spell attack, with a range of 60 feet. On a hit, the attack deals fire damage equal to two rolls of the Bardic Inspiration die + your Charisma modifier.
2 	Tanooki Frond. The target transforms, sprouting racoon ears and a bushy racoon tail for 1 minute. While transformed, the target has a flying speed equal to its walking speed. In addition, if the target moves at least 30 feet in a straight line on the ground on its turn, it can immediately leap 60 feet upward without expending any movement.
3 	Golden Waxcap. A sparkling golden mushroom appears over the target's head for 1 minute, granting them a surge of speed. The target's movement speed increases by 10 feet, and as a bonus action on its turn, it can take a Dash action. Opportunity attacks against the target that are provoked by this Dash action are made at disadvantage.
4 	Jump Shoes. A pair of large brown shoes appears on the target's feet for 1 minute. While the shoes are on the target's feet, it gains the benefits of the jump spell, with the benefits of the bard's jump attack feature. In addition, it has advantage on attack rolls that it makes using the bard's jump attack feature in this way.
5 	Metal Cap. A metallic hat appears on the target's head, and its body transforms to metal for 1 minute. While transformed, the target gains a +2 bonus to its AC, has resistance to bludgeoning, piercing, and slashing damage, and has advantage on Constitution saving throws.
6 	Super Amanita. The target gains the enlarge effect of the enlarge/reduce spell for 1 minute.
7 	Kero Tonic. The target regains hit points equal to 4 rolls of the Bardic Inspiration die, gains temporary hit points equal to your Charisma modifier, and one condition afflicting it ends. The condition can be blinded, deafened, paralyzed, or poisoned.
8 	Frost Clover. For 1 minute, the target gains the ability to launch orbs of magical ice from its hands. As an action, the target can make a ranged spell attack, with a range of 60 feet. On a hit, a target takes cold damage equal to two rolls of the Bardic Inspiration die + your Charisma modifier, and must make a Constitution saving throw. On a failed saving throw, the target is paralyzed until the end of its next turn, as its body is encased in ice.
9 	Ghost Cap. A ghostly, translucent cap appears on the target's head, and it turns invisible for 1 minute, or until it attacks or casts a spell. While invisible, the target can move through other creatures and objects as if they were difficult terrain. If its occupies the same spot as a solid object or creature when this effect ends, it is immediately shunted to the nearest unoccupied space that it can occupy and takes force damage equal to twice the number of feet it is moved.
10 	Shrink Bolt. Each creature of your choice within 30 feet of the target is struck by a bolt of golden lightning, and must make a Constitution saving throw. On a failure, a creature suffers the reduce effect of the enlarge/reduce spell until the end of your next turn.
11 	WHAM Block. A blue and black block inscribed with the word "WHAM" appears over the target's head. As an action, the target can touch the block. When it does, each creature of its choice within 60 feet of it must make a Strength saving throw. On a failure, a creature takes force damage equal to three rolls of the Bardic Inspiration die, and is knocked prone. On a success, a creature takes half as much damage, and is not knocked prone.
12 	Drowsy Clover. Time is slowed for each creature of your choice within 30 feet of the target. Each target must succeed on a Wisdom saving throw, or suffer the effects of the slow spell until the end of your next turn.
==Improved Power-Up Block==
6th-level College of the Myconid Kingdom feature
When you choose a creature to bestow with a power-up's effect, you can choose yourself.
==Improved Jump Attack==
6th-level College of the Myconid Kingdom feature
You can cast the jump spell without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, once on each of your turns, when you hit a creature with an attack using your jump attack feature, you can force the creature to make a Constitution saving throw against your spell save DC. On a failed saving throw, the creature is stunned until the start of your next turn.
==Power-Up Multiplier==
14th-level College of the Myconid Kingdom feature
You can retain up to 3 power-ups at a time, and rolling on the Power-Ups Table no longer ends the effects of previous power-ups. If you conjure a power-up block while you already have 3 power-ups in your possession, you choose which power-up to discard.
In addition, when you roll on the Power-Ups Table, you can roll the die twice and choose which of the two power-ups to retain. If you roll the same number on both dice, you can ignore the number and choose any power-up from the table. Once you use this feature, you can't use it again until you complete a short rest.
Category:Homebrew