Darechasers travel widely and delight in both officiating competitions and performing physical feats that inspire a new generation of athleticism. Some even go so far as to use sports as a form of diplomacy, settling disputes with athletic competitions.

Darechasers seek out untamed obstacles as challenges against which to test their strength. In order to continue improving, darechasers must often resort to besting their own records. Sometimes a darechaser will even bet against herself, only to strain to prove herself wrong and amaze bystanders.

At 3rd level, a Bard gains the Bard College feature. This is another option for that feature: the Darechaser.

Daring Performer

At 3rd level, you gain proficiency in your choice of either Acrobatics or Athletics, and your proficiency bonus is doubled for any ability check you make that uses it.

Dare-Driven

At 3rd level, you can inspire yourself to accomplish a great deed. Although many announce these dares aloud, this ability functions as long as you can coherently and mentally articulate your dare to yourself. As a bonus action, you may expend one use of your Bardic Inspiration to gain one of the following benefits for 1 minute or until you are incapacitated.

Daring Endurance : You immediately gain temporary hit points equal to your Bard level + your Charisma modifier for the duration.

: You immediately gain temporary hit points equal to your Bard level + your Charisma modifier for the duration. Untouchable : You gain a bonus to your AC equal to your Charisma modifier while you are not wearing medium armor, heavy armor, or a shield (minimum +1) for the duration.

: You gain a bonus to your AC equal to your Charisma modifier while you are not wearing medium armor, heavy armor, or a shield (minimum +1) for the duration. Impossible Speed : Your walking speed increases by 10 feet, and you have advantage on Dexterity (Acrobatics) checks.

: Your walking speed increases by 10 feet, and you have advantage on Dexterity (Acrobatics) checks. Powerful Athleticism : You gain a climb and swim speed equal to your walking speed, and you always count as having a running start when jumping for the duration.

: You gain a climb and swim speed equal to your walking speed, and you always count as having a running start when jumping for the duration. Diehard Performance: You have advantage on Charisma (Performance) checks, and you may roll 1d4 and add the result to the roll of any Charisma checks you make for the duration.

Peer Pressure

At 6th level, you can cast Suggestion without expending a spell slot or providing material components, magically inspiring the target to complete a dare you describe. The dare can even be harmful, but not something that would obviously cause the target to die, such as stabbing itself through the heart.

Once you use this feature, you can’t use it again until you finish a long rest.

Record Breaker

Starting at 14th level, you can push yourself to surpass known mortal limits. When you fail an attack, saving throw, or ability check you can expend one use of your Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your check, using the new result in place of the failed one.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take Necrotic damage equal to the result on your Baric Inspiration die. Each time you use this feature again before you finish a long rest, the damage increases by one Bardic Inspiration die. This damage ignores temporary hit points, resistance, and immunity, and it cannot reduce you below 1 hit point.

Credit: Chase Conley