College of the Myconid Kingdom

The bards of Mycorrhiza are trained in the traditional art of conjuring mysterious boxes, which contain items that grant temporary magical boons to themselves and their allies. 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 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*

Whenever you give a creature a Bardic Inspiration die, a semi-corporeal yellow block emblazoned with a white question mark appears above the creature's head. The power-up block is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost, hovering above the creature's head at all times.

As an item interaction, the creature can touch the power-up block. The block is destroyed, the Bardic Inspiration die is lost, and the creature gains a magical power-up. Roll on the Power-Ups Table using your Bardic Inspiration die to determine the power-up. If the power-up requires a saving throw or spell attack roll, it uses your spell save DC or spell attack modifier.

## Improved Power-Up Block

*6th-level College of the Myconid Kingdom feature*

As a bonus action, you can expend a use of your Bardic Inspiration feature to grant yourself a power-up. Roll on the Power-Ups Table using your Bardic Inspiration die to determine the power-up.

## Improved Jump Attack

*6th-level College of the Myconid Kingdom feature*

You can cast the *jump* spell without expending mana 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, when you hit a creature with an attack using your *jump attack* feature, you can use your reaction to 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 end of your next turn.

## Power-Up Multiplier

*14th-level College of the Myconid Kingdom feature*

Immediately after another creature gains a power-up from your Power-Up Block feature, you can use your reaction to gain a power-up. You can choose to gain the same power-up that the other creature gained, or to roll on the Power-Up Table using your Bardic Inspiration die to determine the power-up.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.