College of Protection (5e Subclass)

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College of Protection[edit]

Bards of the College of Protection have dedicated their talents to protecting themselves and their friends through magical means. They collect knowledge from various sources - books, tomes, scrolls, and songs are only the beginning of the list, and whereas that is where wizards seem to halt their search, Bards of Protection are driven (sometimes unhealthily) to understand magic from every angle, ironically not limited to arcane magic and spells. All this in the noble pursuit of protection. However, do not mistake Bards following this college's teachings as pacifists. They will still strike when necessary, often using magic unusual to find within a Bard's repertoire.


Bonus Proficiencies[edit]

When you join the College of Protection at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words[edit]

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.


Additional Magical Secrets[edit]

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.


Arcane Shield[edit]

Also at 6th level, your advancements in the arcane allows you to protect your party from harmful spells or incantations. You can cast counterspell once per long rest, without requiring a spell slot. The spell is cast at 3rd level. If you cause the creature's spell to fail, you can immediately cast a cantrip with that creature as the only target as part of the same reaction, without the spell's normal casting time.


Master of Arcanery[edit]

At 14th level, when you successfully cause a creature's spell to fail with counterspell, you can cast that spell on your next turn if it is cast as an action. It doesn't need to be on your spell list and you don't need to know it, nor does it consume a spell slot. You must be able to cast spells of the appropriate level, however. Once you use this feature, you can't do so again until you finish a long rest.


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