College of Journeys
BONUS PROFICIENCIES
At 3rd levd you gain proficiency with your choice of Animal
Handling, Navigators' Tools, land vehicles, or water vehicles.
If you are already proficient with all of these, you gain
another tool proficiency of your choice instead
In addition, your speed increases by 5 feet. When you
reach 14th leveL this bonus increases to 10 feet.
TRAVELER'S LORE
At 3rd leveL your time spent traveling or studying travel magic
has broadened your horizons and hastened your pace. You
never have to reduce your pace when traveling overland due
to encumbrance or terrain, and if you spend your time playing
an instrument instead of watching for danger while traveling,
you grant other creatures traveling with you advantage on
ability checks made to forage, navigate, or track others.
In addition, when your Spellcasting feature lets you learn a
bard spell of 1st level or higher, you can select the spell from
the following list of spells, in addition to the bard spell list.
You must otherwise obey all the restrictions for selecting the
spelL and it becomes a bard spell for you.
COLLEGE OF JOURNEYS SPELLS
Spell Level Spells
1st Jump, Swoop (new)
2nd Misty Step
3rd Blink, Fly
4th Mordenkainen's Private Sanctum
5th Far Step (XGE), Passwall
6th Arcane Gate, Word of Recall
7th Plane Shift
INSPIRE URGENCY
Also at 3rd leveL you learn how to inspire your allies to feats
of great speed and agility.
A creature that has a Bardic Inspiration die from you can
use a bonus action on their tum to roll that die, Dash, and
Disengage. The next time that creature hits with an attack
before the end of their next turn, the attack deals extra
damage equal to the number rolled on the Bardic Inspiration
die. An attack cannot benefit from this extra damage more
than once.
FROM THITHER To YONDER
Starting at 6th leveL you can use a bonus action on your tum
to transport yourself or one willing creature within 30 feet of
you that you can see into position for a surprise strike. You
teleport the target up to 30 feet to an unoccupied space that
you can see, and it can use its reaction to make one
opportunity attack against a creature within its reach.
In addition, when another creature within 30 feet of you
that you can see is hit with a melee weapon attack, if the
creature is willing, you can use your reaction to teleport the
creature up to 30 feet to an unoccupied space that you can
see. If the creature teleports in this way, the attacker must
reroll the attack and use the new result instead
You can only use these abilities up to a number of times
equal to your Charisma modifier (minimum once~ Using
either ability consumes a usage. You regain all expended
usages when you finish a long rest.
THE PLANAR SHUFFLE
When you reach 14th leveL you learn how to dance to a
magical tune that enables you to teleport with ease. You can
use a bonus action on your turn to activate this ability.
For 1 minute, at the beginning and end of each of your
turns, you may choose to instantly teleport up to 10 feet to an
unoccupied space you can see. You can bring along objects as
long as their weight doesn't exceed what you can carry.
You can also bring one willing creature of your size or
smaller who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you teleport, and
must also teleport to an unoccupied space within 5 feet of
your destination.
You can only use this ability up to three times. You regain
any expended uses of this ability after completing a long rest.
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