OGC:College of the Passage (5e Subclass)
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College of the Passage
Bardic college. Many a vagabond has accepted the tutelage of old dungeon explorers, training in ramshackle facilities that emulate the deadly places students seek out and enter. Few survive the real thing.
When you join this college at 3rd level, you gain proficiency in the Perception and Investigation skills, and your proficiency bonus is doubled for any ability check you make that uses it.
Also at 3rd level, you gain the Tinker racial feature of a gnome, able to build only clockwork toys. You may spend your bonus action to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and gaining control over a device’s movement for a number of rounds equal to double the result. At the end of your turn each round you control one or more devices, you choose whether a device turns (as much as 180 degrees), stops, continues moving, or goes inert.
Beginning at 6th level, your control over your sentries increases dramatically. You may spend your bonus action on a turn to perceive through one of your controlled devices (gaining darkvision 120 feet while doing so), able to hear and see anything it can for 1 round as long as it is within 1 mile.
In addition, you may spend your bonus action to detonate a controlled device. All creatures within 10 feet of the exploding sentry must make a Dexterity saving throw with DC against your spell save DC, taking fire damage equal to 2d6 x your proficiency bonus on a failed save, or half as much damage on a successful one.
Starting at 14th level, when you have at least one controlled sentry 10 feet or further away and within your line of sight you may expend one of your uses of Bardic Inspiration to gain blindsight 40 feet for 1 minute. In addition, when you perceive through one of your controlled devices, you gain truesight.