College of Travellers

*The college of the Travelers is a bardic college born directly from the college of lore. Their love of history and ancient heroes forged The Travelers, a once fully religious order, the guild has since spread throughout the known world. Their mission; to locate, retrieve, and protect objects of historical importance. Magical artifacts are taken with great reverence by the guild, as they wish each and every one of them be protected. While their members want to protect artifacts, the means by which they go about this changes drastically. Some choose to study in cloistered communities to understand the nature of artifacts, with this knowledge they can perhaps locate lost artifacts, or awaken the true potential of dormant ones. Others choose to seek out evil relics that good-doers would have destroyed, hiding them away for the protection of the relic and the world the same. The safeguard of history, and the telling of the stories of well known past heroes, over the collection and hoarding of esoteric knowledge is what defines The Travelers from the college of lore.*

## ***3rd Level:***

### ***Traveler's Touch***

Beginning at 3rd level you gain the all seeing eye of a traveler, never without knowledge of an imbued item. As an action, you may touch an imbued item to learn of its properties, how to use them, whether it requires attunement or charges to use, and how many charges it has, if any. You also learn whether the item is sentient, cursed, or whether any spells or other outside magics are affecting the item and what they are. This magic can identify any type of imbued item, be it Jotun runes, Nomdraceous imbuement, or a Scarlia's experiment; it is only thwarted by magics specifically designed to counteract divination.

### ***Storyteller's Song***

Also at 3rd level, you learn a piece of the song of The Travelers, a tale of ancient and primeval heroes. Choose who your piece of the story speaks of:

#### *A Powerful Spellcaster*

When you see another creature make a saving throw within 60ft of you, you may use your reaction to grant that creature bardic inspiration. This can be done after the creature rolls but before the result is given, and the inspiration can be used on that same roll. In addition, you gain proficiency in either the arcana, nature, or religion skill.

#### *A Warrior King*

When you see another creature make an attack roll within 60ft of you, you may use your reaction to grant that creature bardic inspiration. This can be done after the creature rolls but before the result is given, and the inspiration can be used on that same roll. In addition, you gain proficiency in either the athletics or persuasion skill.

#### *A Daring Rogue*

When you see another creature make an ability check within 60ft of you, you may use your reaction to grant that creature bardic inspiration. This can be done after the creature rolls but before the result is given, and the inspiration can be used on that same roll. In addition, you gain proficiency in two dexterity skills of your choice, and your choice of thieves tools, disguise kit, poisoners kit, or forgery kit.

## ***6th Level:***

### ***Improved Storyteller's Song:***

At 6th level, you learn a larger piece of the Traveler's song, finding out what this hero did in their final moments. Choose one of the following:

#### *Save Lives*

When you cast a spell of 1st level or higher that restores hit points, choose a creature you can see within range of the spell that isn't being healed by the spell, that creature is also healed for an amount equal to the spell's level.

#### *Destroy Evil*

When you damage a creature with a bard spell of 1st level or higher, you may expend a use of your bardic inspiration to deal additional damage to that creature equal to your bardic inspiration die. When you do this, the damage of that spell ignores resistance to damage, but not immunity, and has siege.

#### *Die a Martyr*

When you are struck by an attack, you may use your reaction to expend a use of your bardic inspiration to reduce the damage of that attack by an amount equal to the roll of your bardic inspiration die plus your charisma modifier. If the damage you took was reduced to 0 you gain temporary hit points equal to the result of the roll.

## ***14th Level:***

### ***Aspect of the Hero***

At 14th level, through studying the heroes of the past you have found parallels to yourself; discovering that through your adventures that you have not only preserved the stories of heroes, but become one. You gain the following benefits:

* You are immune to poison, disease, and the frightened condition.

* You have advantage on mental saving throws against madness, charm, or corruption such as the influence of demons.

* Your hit point maximum increases by an amount equal to your bard level, and increases by 1 each time you gain another bard level.