College of Prestige

Bards of this college try not to make a name for long-gone heroes or figures they've never met, but instead seek out fame for themselves. Their existence is one of fame or infamy, seeking out the chance to be recognized by anyone through a simple glance at them and their signature weapon.

Signature Weapon

Upon taking this college at 3rd level, your reputation unnerves your foes with weaker wills, especially when you wield your signature weapon. During a long rest, you can bond your spirit to a weapon within reach, which includes your unarmed strikes but not weapons created by spells. Once you have bonded in this way, you gain the following benefits:

  • You gain proficiency with your signature weapon if you didn't already.
  • Your signature weapon can use your bardic inspiration die as its damage dice, and uses your Charisma modifier (rather than Strength or Dexterity) for its attack and damage rolls.
  • While your signature weapon is on your person, your AC equals 12 + your Charisma modifier. You can use this charismatic defense to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use this feature.
  • You can spend one use of your bardic inspiration to summon your signature weapon, causing it to immediately teleport to your hand.

You can bond your spirit to a different weapon during a long rest, causing you to break your bond with your previous signature weapon.

Aura of Fame

Also at 3rd level, your path to fame radiates success, empowering yourself and your allies. You can grant yourself your bardic inspiration die. Upon rolling one in this way, any friendly creatures within 10 feet of you can add half the roll (minimum of +1) to one attack roll or ability check they make before the start of your next turn.

This aura increases in size as you progress in this class, increasing at 6th (+5 feet), and 14th (+10 feet) level.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Your Signature Weapon also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Self-Made Hero

At 14th level, you learn two spells of your choice of 5th level or lower, but these spells must have a range of self.

Additionally, you can perform the following abilities:

Once your perform one of these abilities, you can't use this feature again until you finish a long rest.