Homebrew Bard subclass: collage of streets

COLLEGE OF STREETS

STREET BORN Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

SELF TAUGHT At 3rd level, you get proficiency in thieves tool and two others of you choice. You also learn thieves' cant good enough to understand most thing however with a Wisdom(insight) check of 12 DC rogues can tell you're not one of them.

STREET RAT Also at 3rd level, you know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

INSPIRATIONAL SHANTY At 6th level, once per long rest you can spend a minimum of 10 minutes in a busy part of a town singing a song or putting on a show to earn some gold. Roll a d20 + your Charisma (Performance) modifier and you get double that number in copper coins. Also on a natural 20 a mysterious individual wearing a blue robe drops a magic doubloon that you can consume it to cast the spell Jim's Glowing Coin once

URCHINS DEFENSE At 6th level, while you are wearing no armor and not wielding a shield, your AC equals to 10 + your Charisma modifier + your Dexterity modifier

IMPROVED THIEVES' CANT At 14th level, you are now well-versed in thieves' cant and rogues cant detect that you're not one of them

A DEBT REPAID At 14th level, you can expend one of your Bardic Inspirations to call in a favor from some old friends and summon humanoids that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One humanoid of challenge rating 2 or lower • Two humanoids of challenge rating 1 or lower • Four humanoids of challenge rating 1/2 or lower • Eight humanoids of challenge rating 1/4 or lower A summoned humanoid disappears when it drops to 0 hit points. The summoned humanoids are friendly to you and your companions. Roll initiative for the summoned humanoids as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the humanoids’ statistics.