College of the Myconid Kingdom

The bards of Mycorrhiza are trained in the traditional art of conjuring power-up blocks: mysterious boxes containing items that grant temporary magical boons. They also specialize in utilizing magic to replicate the legendary jump-based fighting techniques of their gnomish allies in Sibillini.

Jump Attack
3rd-level College of the Myconid Kingdom feature

You learn the jump spell, which counts as a bard spell for you, and doesn't count against the number of bard spells you know. In addition, when you cast the jump spell, it gains the following benefits:


 * You can cast the spell as a bonus action.
 * The spell has a range of 30 feet.
 * While under the effect of the spell, a creature can use a bonus action to jump onto another creature's space, provided that it has enough movement speed and jump distance to do so. When a creature jumps into another creature's space in this way, it must make a melee spell attack using your spell attack modifier. On a hit, the target takes force damage equal to a roll of your bardic inspiration die + your spellcasting ability modifier. If the creature scores a critical hit by rolling a 20 on the attack roll, it can immediately repeat the attack, no action required. Whether the attack hits or misses, the creature lands in the nearest unoccupied space adjacent to the target without expending any movement.

Power-Up Block
3rd-level College of the Myconid Kingdom feature

As a bonus action, you can expend one use of your Bardic Inspiration to conjure a power-up block: a yellow box emblazoned with a white question mark, which appears above your head. When you hit the block (no action required), it shatters into tiny yellow cubes, and a power-up item emerges from within. Roll on the Power-Ups Table using your Bardic Inspiration die to determine the power-up that appears. The power-up is a Tiny object, which disappears when you bestow its power or when you finish a short or long rest.

As a subsequent bonus action, or as part of the same bonus action used to conjure the power-up, you can choose a creature within 60 feet of you other than yourself, and bestow them with the power-up's effect.

You can retain only one power-up at a time, and rolling on the Power-Ups Table immediately ends the effects of the previous power-up.

If the power-up requires a saving throw or spell attack roll, it uses your bard spell save DC or spell attack modifier.

Improved Power-Up Block
6th-level College of the Myconid Kingdom feature

When you choose a creature to bestow with a power-up's effect, you can choose yourself.

Improved Jump Attack
6th-level College of the Myconid Kingdom feature

You can cast the jump spell without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, once on each of your turns, when you hit a creature with an attack using your jump attack feature, you can force the creature to make a Constitution saving throw against your spell save DC. On a failed saving throw, the creature is stunned until the start of your next turn.

Power-Up Multiplier
14th-level College of the Myconid Kingdom feature

You can retain up to 3 power-ups at a time, and rolling on the Power-Ups Table no longer ends the effects of previous power-ups. If you conjure a power-up block while you already have 3 power-ups in your possession, you choose which power-up to discard.

In addition, when you roll on the Power-Ups Table, you can roll the die twice and choose which of the two power-ups to retain. If you roll the same number on both dice, you can ignore the number and choose any power-up from the table. Once you use this feature, you can't use it again until you complete a short rest.