Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Step
Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Dolten Origin
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
Gamblerborn
Gain +2 to initiative checks
Corruption Bonus
Roll two d6 after each long rest, you may choose one of the results and gain a +2 to the associated ability score until your next long rest.
1- Strength, 2- Dexterity, 3- Constitution, 4- Intelligence, 5- Wisdom, 6- Charisma.
Corruption Effect
Sometimes bad luck is even worse and even more so for you. Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.
Bards College Badge
Membership in the Bards College is marked by a badge carried by every member. This badge not only marks them with authority as a historian, but also may assist in granting the bard access to certain restricted places. once per long rest you may brandish your badge in stupendous fashion, announcing your presence. Doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it
Duet of Duality
Requires 1 Loyalty to the Bards College.
The Bard mimics their own voice while speaking at the same time, allowing them to sing a duet on their own, harmonizing with themselves. This dual aspect of thinking lends itself to martial inclinations as well, while performing the Duet of Duality the bard gains the following benefits.
While dual wielding you gain a +1 shield bonus to AC.
You can make bonus action attacks with your offhand weapon freely, you can also cast cantrips, counting your weapons as a free hand
Whenever an enemy affected by vicious mockery would attack you and miss, you gain advantage on your next attack roll against that creature.
Class/Racial Features & Traits