Points de Vie
Maîtrises
Bard
| Niveau | Bonus de Maîtrise | Capacités | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Bardic Inspiration Spellcasting | 2 | 4 |
| 2 | + 2 | Bardic Inspiration Spellcasting | 2 | 5 |
| 3 | + 2 | Bardic Inspiration Spellcasting | 2 | 6 |
| 4 | + 2 | Bardic Inspiration Spellcasting | 3 | 7 |
| 5 | + 3 | Bardic Inspiration Spellcasting | 3 | 8 |
| 6 | + 3 | Bardic Inspiration Spellcasting | 3 | 9 |
| 7 | + 3 | Bardic Inspiration Spellcasting | 3 | 10 |
| 8 | + 3 | Bardic Inspiration Spellcasting | 3 | 11 |
| 9 | + 4 | Bardic Inspiration Spellcasting | 3 | 12 |
| 10 | + 4 | Bardic Inspiration Spellcasting | 4 | 14 |
| 11 | + 4 | Bardic Inspiration Spellcasting | 4 | 15 |
| 12 | + 4 | Bardic Inspiration Spellcasting | 4 | 15 |
| 13 | + 5 | Bardic Inspiration Spellcasting | 4 | 16 |
| 14 | + 5 | Bardic Inspiration Spellcasting | 4 | 18 |
| 15 | + 5 | Bardic Inspiration Spellcasting | 4 | 19 |
| 16 | + 5 | Bardic Inspiration Spellcasting | 4 | 19 |
| 17 | + 6 | Bardic Inspiration Spellcasting | 4 | 20 |
| 18 | + 6 | Bardic Inspiration Spellcasting | 4 | 22 |
| 19 | + 6 | Bardic Inspiration Spellcasting | 4 | 22 |
| 20 | + 6 | Bardic Inspiration Spellcasting | 4 | 22 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Bardic Inspiration Spellcasting | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Bardic Inspiration Spellcasting | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Bardic Inspiration Spellcasting | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Bardic Inspiration Spellcasting | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Bardic Inspiration Spellcasting | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Bardic Inspiration Spellcasting | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 8
Niveau 9
Progression des Sorts Connus
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sorts Connus | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 15 | 15 | 16 | 18 | 19 | 19 | 20 | 22 | 22 | 22 |
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Équipement de Départ
Capacités de Classe
Bardic Inspiration (Level 1)
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Spellcasting (Level 1)
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.
Jack of All Trades (Level 2)
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest (d6) (Level 2)
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical Inspiration (Level 2)
2nd-level bard optional feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Bard College (Level 3)
At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise (Level 3)
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Bardic Versatility (Level 4)
4th-level bard optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.
Bardic Inspiration (d8) (Level 5)
At 5th level, your Bardic Inspiration die changes to a d8.
Font of Inspiration (Level 5)
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm (Level 6)
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Bard College feature (Level 6)
At 6th level, you gain a feature from your Bard College.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Song of Rest (d8) (Level 9)
At 9th level, the extra hit points gained from Song of Rest increases to 1d8.
Bardic Inspiration (d10) (Level 10)
At 10th level, your Bardic Inspiration die changes to a d10.
Expertise (Level 10)
At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Magical Secrets (Level 10)
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any classes at 14th level and again at 18th level.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Song of Rest (d10) (Level 13)
At 13th level, the extra hit points gained from Song of Rest increases to 1d10.
Magical Secrets (Level 14)
At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Bard College feature (Level 14)
At 14th level, you gain a feature from your Bard College.
Bardic Inspiration (d12) (Level 15)
At 15th level, your Bardic Inspiration die changes to a d12.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Song of Rest (d12) (Level 17)
At 17th level, the extra hit points gained from Song of Rest increases to 1d12.
Magical Secrets (Level 18)
At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Superior Inspiration (Level 20)
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
Multiclassage
Prérequis de Multiclassage
{"cha":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Announcer
The Announcer (Level 3)
He roared with glee. For a moment, the heart of the arena pulsed in time with his, and the excitement of the assembled masses was clutched in his triumphant hand.
While the path of most bards might lead them to spend years honing their knowledge of history, or perhaps studying the blade, a select few choose to instead refine their ability with the most basic instrument of all: their voice. Known for their articulateness and capacity to describe the events of a fast-moving contest, bards of this unique breed use their turn of phrase to incite the masses in bloody arenas, bringing the paraphrased reality of the situation straight to their ears while their eyes feast on the action. Masters of wit and charm, lords of presence, and igniters of fervor, Announcers are the lifeblood of any stadium; capable of turning even the tiniest back-alley braw into a spectacle for the ages.
Voice of the Game
Ladiiies and Gentlefolk!
When you adopt this bardic college at 3rd level, you gain proficiency in the Performance and Perception skills.
If you are already proficient in both these skills, you may gain expertise with one of them instead (does not stack with similar features). Additionally, you learn the Thaumaturgy cantrip, and may cast it on yourself as a bonus action.
Welcome to the Show
Let's get readyyyyy to rumbleeeee!
At 3rd level, every battlefield becomes your stadium.
Whenever you roll for initiative, you can choose to commence your Battle Commentary, lasting for the next minute and covering a range of 60 feet. For the duration of this feature, whenever an allied creature within range scores a critical hit, or a hostile creature rolls a 1 on a d20, you boastfully announce the event, regaining one Bardic Inspiration die. Your commentary ends if you are reduced to 0 hit points or made unconscious by any means.
Once you've used this feature, you can't use it again until you finish a long rest. Starting from 10th level, you may use it once per short or long rest.
Play by Play
Not even Xanathar would have seen that coming!
At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one Bardic Inspiration die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:
The options are presented in alphabetical order.
Each commentary option can only be used once per combat, and the affected creatures must be able to hear you in order to gain the specified effects. You cannot comment on events which you aren't able to see.
Ramp It Up (Level 6)
This fight is about to explode!
At 6th level, your spirit rises with the sounds of battle:
Whenever you make a critical announcement, a number of allies of your choice equal to your proficiency bonus gain a number of temporary hit points equal to 1d4 + your Charisma modifier. They must be able to hear you in order to gain these hit points, which fade after 5 rounds.
While your Battle Commentary lasts, as a bonus action on your turn, you can expend 1 hit die to regain 1 Bardic Inspiration die. This can be done a number of times per use of Welcome to the Show equal to your proficiency bonus, and only when you have no remaining uses of Bardic Inspiration left.
While you are under the effects of Thaumaturgy, you can use the Help action with a range of 60 feet. The assisted creature must be able to hear you in order to gain the respective benefits.
Ready to Rumble (Level 14)
It's the moment you've all been waiting for!
At 14th level, your words are powerful enough to shape the course of a war:
While you are under the effects of Thaumaturgy, your voice is audible out to 300 feet, and you can take the Help action as a bonus action on your turn.
While your Battle Commentary lasts, if you take the Help action as your main action, up to 3 allies of your choice within range may gain the respective benefits.
Announcer: Variant
The Announcer: Variant (Level 3)
He roared with glee. For a moment, the heart of the arena pulsed in time with his, and the excitement of the assembled masses was clutched in his triumphant hand.
While the path of most bards might lead them to spend years honing their knowledge of history, or perhaps studying the blade, a select few choose to instead refine their ability with the most basic instrument of all: their voice. Known for their articulateness and capacity to describe the events of a fast-moving contest, bards of this unique breed use their turn of phrase to incite the masses in bloody arenas, bringing the paraphrased reality of the situation straight to their ears while their eyes feast on the action. Masters of wit and charm, lords of presence, and igniters of fervor, Announcers are the lifeblood of any stadium; capable of turning even the tiniest back-alley braw into a spectacle for the ages.
Voice of the Game
Ladiiies and Gentlefolk!
When you adopt this bardic college at 3rd level, you gain proficiency in the Performance and Perception skills.
If you are already proficient in both these skills, you may gain expertise with one of them instead (does not stack with similar features). Additionally, you learn the Thaumaturgy cantrip, and may cast it on yourself as a bonus action.
Welcome to the Show
Let's get readyyyyy to rumbleeeee!
At 3rd level, every battlefield becomes your stadium.
Whenever you roll for initiative, you can choose to commence your Battle Commentary, lasting for the next minute and covering a range of 60 feet. For the duration of this feature, whenever an allied creature within range scores a critical hit, or a hostile creature rolls a 1 on a d20, you boastfully announce the event, regaining one Bardic Inspiration die. Your commentary ends if you are reduced to 0 hit points or made unconscious by any means.
Once you've used this feature, you can't use it again until you finish a long rest. Starting from 10th level, you may use it once per short or long rest.
Play by Play: Variant
Not even Xanathar would have seen that coming!
This archetype's main concept revolves around the act of, well, speaking. Talking is a free action in 5e, so to fit with the way I envisioned this subclass, I chose to have all of Play by Play's commentary options be available to the player every combat.
However, if you feel that 20 different options are a tad too much to handle during a battle (and you'd be right), you can add the following snippet to the feature's description:
"You learn 5 commentary options at 3rd level, and an additional one at 6th, 9th, 12th, 15th and 18th level."
When adhering by this optional rule, the 'once per combat' limitation on each commentary option is not applied.
At 3rd level, while your Battle Commentary lasts, you may use your reaction and expend one Bardic Inspiration die to remark on specific events that take place during combat, generating different effects depending on what you pronounce:
You learn 5 commentary options at 3rd level, and an additional one at 6th, 9th, 12th, 15th and 18th level.
The options are presented in alphabetical order.
The affected creatures must be able to hear you in order to gain the specified effects. You cannot comment on events which you aren't able to see.
Ramp It Up (Level 6)
This fight is about to explode!
At 6th level, your spirit rises with the sounds of battle:
Whenever you make a critical announcement, a number of allies of your choice equal to your proficiency bonus gain a number of temporary hit points equal to 1d4 + your Charisma modifier. They must be able to hear you in order to gain these hit points, which fade after 5 rounds.
While your Battle Commentary lasts, as a bonus action on your turn, you can expend 1 hit die to regain 1 Bardic Inspiration die. This can be done a number of times per use of Welcome to the Show equal to your proficiency bonus, and only when you have no remaining uses of Bardic Inspiration left.
While you are under the effects of Thaumaturgy, you can use the Help action with a range of 60 feet. The assisted creature must be able to hear you in order to gain the respective benefits.
Ready to Rumble (Level 14)
It's the moment you've all been waiting for!
At 14th level, your words are powerful enough to shape the course of a war:
While you are under the effects of Thaumaturgy, your voice is audible out to 300 feet, and you can take the Help action as a bonus action on your turn.
While your Battle Commentary lasts, if you take the Help action as your main action, up to 3 allies of your choice within range may gain the respective benefits.
Battledancer
College of Battledancin (Level 3)
Graceful, exotic, and lethal, the rare bards who commit to learning battledancing are nimble combatants, revered in legend. Their motions appear to be as random as they are agile, but those are the steps of a lethal dance played out according to their own rhythm. It is a beautiful dance of predator and prey, of whirling blades and hapless victim.
Bonus Proficiencies
At 3rd level, you gain proficiency with the scimitar. Additionally, you gain proficiency in Performance. If you are already proficient in this skill you may choose another skill proficiency from among those bards can choose at 1st level.
Dervish Dance
Beginning when you select this college at 3rd level, you may enter a Dervish Dance as a bonus action by expending a Bardic Inspiration die. Your Dervish Dance lasts a number of rounds equal to the amount rolled on the die + 1. You can't perform a dervish dance in medium or heavy armor or while carrying a shield. During your Dervish Dance, your armor class increases by 2 and enemies have disadvantage on opportunity attacks against you. You must move at least 10 feet on each on your turns to continue Dervish Dancing, otherwise you stop when you end your turn.
When you take an Attack action while you are Dervish Dancing, you may make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Parry (Level 6)
At 6th level, when another creature damages you with a melee attack, you can use your reaction and expend one Bardic Inspiration die to reduce the damage by the number you roll on your Bardic Inspiration die + your Dexterity modifier.
Thousand Cuts (Level 14)
At 14th level, as an action while you are Dervish Dancing, you can attack a single creature numerous times in a flash of blades. You suffer a -1 penalty on your attack for each time you successfully hit. You may continue to attack until you miss, to a maximum of 6 attacks. After using this ability, you must complete a short or long rest before using it again.
College of Adventurers
College of Adventurers (Level 3)
Bards from the College of Adventurers learn from heroes of old and stories of legend. Bards are jacks of all trades, and for the College of Adventurers this statement rings ever true. They combine all the useful skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many adventurer-studying bards live to tell tales of other heroes or seek to create their own. Stories of heroic deeds, tales of cunning, magical anomalies, or godly might fuel the life-blood of these bards.
Talented Adventurer
Starting when you choose this bardic college at 3rd level, gain an adventurer's talent of your choice. Your adventurer's talent options are detailed at the end of this bardic college description. You gain an additional adventurer's talent of your choice at 6th level and again at 14th level.
Adventurer's Talents
The following adventurer's talents are listed in alphabetical order.
Barbarian
You've learned to fight with primal ferocity. On your turn, you can enter a rampage as a bonus action. While rampaging and not wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage. You can't concentrate on spells while rampaging. Your rampage lasts for 1 minute but ends early if you are knocked unconscious. Once you have rampaged, you can't do so again until you finish a long rest.
Cleric
You've gained the ability to channel divine energy directly from the gods, emboldening your allies and sanctifying their attacks. As a bonus action, you choose a creature within 30 feet. The chosen creature gains temporary hit points equal to your Charisma modifier + half your level in this class for 10 minutes. While a creature has temporary hit points granted by this spell, they can choose to lose these temporary hit points when they hit a creature with an attack, dealing additional radiant damage equal to the temporary hit points they lost. Once you use this talent, you must finish a short or long rest before you can use it again.
Druid
You can cast the polymorph spell without expending a spell slot. If you cast the polymorph spell with this trait, you can only transform yourself into a beast with a CR less than half your level in this class. Once you cast the spell with this trait, you must finish a long rest before you can do so again.
Fighter
You gain proficiency with martial weapons and shields. You also choose and learn one of the Fighting Styles available to the Fighter class.
Monk
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and you can roll a d6 in place of the normal damage of your unarmed strike. When you use the Attack action and only make attacks with unarmed strikes on your turn, you can make one unarmed strike as a bonus action.
Paladin
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6. You can do this a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a long rest.
Ranger
You've learned the hunter's mark spell, which counts as a bard spell for you but does not count against your bard spells known. You can cast this spell without expending a spell slot as if you had expended your highest spell slot. Once you cast the spell using this talent, you can't do so again until you finish a long rest.
Rogue
You've adopted the quick thinking of clever heroes that outsmart their foes. You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.
Sorcerer
You have 2 sorcery points and learn one of the following Metamagic options available to the sorcerer class: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Quickened Spell, or Subtle Spell. In addition, you can use an action and expend a spell slot to gain sorcery points equal to the level of the spell slot expended. When you finish a long rest, you reset to 2 sorcery points. When you gain a level in this class, you can replace the Metamagic option you know and replace it with another Metamagic option from the list.
Warlock
You learn one eldritch invocation of your choice. If an eldritch invocation has a level requirement, you use half your level in this class to determine your eligibility. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Wizard
You learn any two spells from the wizard spell list that are of a level you can cast. These count as bard spells for you but do not count against your number of bard spells known. When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list of a level you can cast.
Well-Rounded (Level 6)
At 6th level, choose one skill, tool, and language. You gain proficiency in the chosen skill and with the chosen tool, and you can speak, read, and write the chosen language.
Improvisational Talent (Level 14)
Starting at 14th level, when you finish a long rest, you can choose one adventurer's talent you know and replace it with one you don't.
College of Alchemy
College of Alchemy (Level 3)
Bards of this college see alchemy as a dance between the elements of the world. Its not bound by the rules of chemistry, and while it can be learned through dedication and study, it can also be felt and intuited by those with a knack for it. Some of these bards go so far as to sing to their alchemical projects, convincing the elements within to simply become something else of their own volition. While most of the College of Alchemy are alchemists by trade, many others are brewers, cooks, or pharmacists. Regardless of their trades, these unusual alchemical savants bend music, magic, and the elements to their will to convert one to another in seamless harmony.
Mixologist
When you join the College of Alchemy at 3rd level, you gain proficiency with alchemists supplies. If you are already proficient with alchemists supplies, you instead gain proficiency with either brewers supplies or cooks utensils. When you make an Intelligence or Wisdom check using one of these tools, you can use your Charisma modifier, instead of Intelligence or Wisdom, for the check.
Bardic Fire
Also starting at 3rd level, whenever you finish a long rest, you can magically refill your empty vials with a special alchemists fire called bardic fire. The maximum number of these vials that you can have at a time is equal to your Charisma modifier (minimum of 1). You also magically refill one empty vial with bardic fire whenever you grant a creature a Bardic Inspiration die. You must have an empty vial or similar container on your person with which to contain the bardic fire in order to fill one with it. You can magically create a suitable, clay-like container over the course of 10 minutes with sand or finely ground stone worth 2 cp, which is consumed as part of creating the container. If you use a set of alchemists supplies, it takes 1 minute to make each container instead.
As an action, you can throw a vial of bardic fire, shattering it on impact. When thrown, the vial has a normal range of 30 feet and a long range of 90 feet. You are proficient with this ranged attack, which uses Charisma instead of Strength or Dexterity for its attack rolls. On a hit, it deals fire damage equal to your Bardic Inspiration die plus your Charisma modifier, and the target burns for 1 minute. For the duration, roll a Bardic Inspiration die at the start of each of your turns; the target takes fire damage equal to the result. A creature can end this effect early by using its action to make a Dexterity check against your bard spell save DC, extinguishing the flames on a success. A target can be affected by only one vial of bardic fire at a time.
If a vial of bardic fire is not on your person at the end of a turn, its contents vanish early.
The fire damage dealt upon impact—but not the damage dealt at the start of each of your turns—increases by an additional Bardic Inspiration die when you reach certain levels in this class: 6th level (two Bardic Inspiration dice), and 14th level (three Bardic inspiration dice).
Spell Potions (Level 6)
At 6th level, you can use an action to create a magical potion by casting a spell into a vial or similar container. The container is magically filled with a potion recreating the spell. A creature can drink the potion using an action, causing it to be affected by the spell as if you had cast it. Alternatively, if the target is within the potion holders reach, that creature can use an action to pour the potion over it, affecting the target with the spell as normal.
To be eligible for a spell potion, a spell must be one of your bard spells of 6th level or lower and have a casting time of 1 action. The spell also can not require concentration or be an evocation or conjuration spell. If the spell requires you to decide an appearance, effect, or message when you cast it, you make that decision when the spell potion is created.
You can have one spell potion at a time. An unused potion vanishes from its container when you finish a long rest or when you use this feature again.
Improved Potency (Level 14)
Starting at 14th level, you have become a master of mixing potions and bardic fires. You can have up to two spell potions at a time. If you create a second spell potion while you still have one, the first potion does not vanish from its container, but it does if you create a third. When you use an action to drink or administer a potion, you can use a bonus action to throw a bardic fire.
In addition, you can change the element of your bardic fires. When a bardic fire hits a target, choose either air, earth, fire, or water; its effects and impact damage type depend on the chosen element. The effects for air, earth, and water replace the normal bardic fires burning effect and do not deal fire damage at the start of each of your turns for the duration.
A target can be affected by multiple bardic fires at the same time, but only if each one is a different element. If a creature succeeds on the ability check to end the effects of a bardic fire affecting it or another creature, any other bardic fires affecting the target also end.
Air
This bardic fire deals lightning damage upon impact, instead of fire. In addition, roll a Bardic Inspiration die. A powerful gust erupts from the container, pushing the target up to 5 feet away from you, plus the number you roll on the Bardic Inspiration die (rounded up to the nearest 5 feet). Alternatively, you can use an action to throw this bardic fire harmlessly at the ground below yourself or another willing creature, pushing you or that creature that same distance in a direction of your choice without provoking opportunity attacks.
Earth
This bardic fire deals bludgeoning damage upon impact, instead of fire. In addition, roll a Bardic Inspiration die. The target is encased in a muddy shell that rapidly hardens, reducing its speed by 5 feet, plus the number you roll on the Bardic Inspiration die (rounded up to the nearest 5 feet). A targets speed can not be reduced to less than 10 feet in this way. A creature can end this effect by using its action to make a Strength or Dexterity check (its choice) against your bard spell save DC to remove the muddy shell.
Fire
Your normal bardic fires are associated with this element. However, its damage now ignores resistance and immunity to fire damage.
Water
This bardic fire deals cold damage upon impact, instead of fire. In addition, roll a Bardic Inspiration die. A flood of chilling water pours forth from the container and freezes on the ground directly below it. Choose a number of contiguous 5-foot spaces equal to one plus the number rolled on the Bardic Inspiration die, starting with a space directly below the target. Each of those spaces is covered with slick ice, making it difficult terrain. When a creature enters one of these spaces for the first time on its turn or starts its turn there, it must make a Dexterity saving throw against your bard spell DC. On a failed save, it falls prone. The ice remains for 1 minute or until you use this bardic fire again.
College of Anarchy
College of Anarchy (Level 3)
The College of Anarchy is less a place and more a state of mind. It is a rejection of oppressive governments, of soulless megacorporations, and of any shithead that wants to tell you what to do. It is a statement of revolution against 'The Man', and all it represents.
The bards of this college tend to be loud, in both voice and appearance. The image of the punk rocker with a colorful mohawk and glowing LED tattoos is iconic, but the seed of rebellion can take root in even the most forgettable of office workers.
Bonus Proficiencies
When you join the College of Anarchy at 3rd level, you gain proficiency with martial firearms. You can use a firearm as a spellcasting focus for your bard spells.
Superstar
At 3rd level, you can use the Bardic Inspiration feature on any creature who you can hear or see, and who can hear or see you, regardless of range. This includes creatures that can hear or see you through digital means, such as a camera or smartphone.
Rebellious Shout
At 3rd level, you learn how to channel your powerful free will into your voice.
As a bonus action, you can expend one use of your Bardic Inspiration on a creature you can see or who can hear you other than yourself within 60 feet of you to use one of the following Rebellious Shout options of your choice. If the creature is unwilling, it can make a Constitution saving throw against your spell save DC. On a successful save, the creature is not moved and suffers no effects.
- Rise Up.
- Fuck Off.
- Get Lost.
Revolution (Level 6)
At 6th level, you can speak up when you see someone being oppressed and harden their resolve. As a reaction, when a creature within 30 feet of you makes a saving throw against being frightened or charmed, you can start a performance per the Countercharm feature. The creature gains advantage on the saving throw as part of the performance.
Loudspeaker (Level 14)
Starting at 14th level, the power of your voice is magnified to establishment-shattering levels. When you use your Rebellious Shout, you can also target creatures of your choice within 10 feet of your original target, and they are affected by your Rebellious Shout option.
Additionally, when you roll a Bardic Inspiration die as part of your Rebellious Shout, you can roll an additional Bardic Inspiration die and add it to the result.
College of Apparitions
College of Appartitions (Level 3)
Bards who belong to the College of Apparitions invoke apparitions with the magic of their performance. The appearance of the phantoms answering the bard's call reflect the performer's nature. Those with ties to the land might call forth spirits of nature manifesting as ethereal animals floating serenely nearby. Others summon ghostly warrior ancestors ready for combat. Those who carry a taint of darkness may sing haunting dirges invoking the reluctant spirits of the damned.
Call the Spirits (Level 3)
When you join the College of Apparitions at 3rd level, you learn one additional cantrip chosen from dancing lights, mage hand, or minor illusion.
You also learn the spells find familiar and unseen servant. These spells count as bard spells for you but don't count against the number of bard spells you know.
Shielding Song (Level 3)
Also at 3rd level, you can call upon the spirits to distract your enemies. When a creature that you can see within 60 feet of you makes an attack roll, you can use your reaction to expend one of your uses of Bardic Inspiration to cause the attack to be at disadvantage. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits.
Voice of the Wind (Level 6)
At 6th level, your affinity with the spirits allows you to call them to invoke magical effects that defy gravity. You learn the spells feather fall, levitate, and fly. These spells count as bard spells for you but don't count against the number of bard spells you know. Additionally, you may cast one of these spells without expending a spell slot, but you can't use this feature again until you finish a long rest.
Spiritual Aura (Level 14)
Starting at 14th level, as a bonus action, you sing a haunting melody calling forth spirits of the land to create a swirling aura of spiritual protection that lasts until the end of your next turn. On subsequent turns, you can use a bonus action to continue your melody and extend its duration for an additional turn. The spiritual aura extends out from you to a distance of 15 feet.
While the aura exists, creatures you designate as allies have advantage on all saving throws, gain half cover from attacks originating within the aura, and have three-quarters cover on attacks from outside the aura. Creatures within the aura not designated as an ally have disadvantage on saving throws and must spend 3 feet of movement for every 1 foot they move.
You can use your action to command the spirits to grab hold of one target within the aura. The target must succeed on a Strength saving throw against your spell save DC or become restrained until the start of your next turn.
College of Asperity
College of Asperity (Level 3)
Bards of the College of Asperity learn to choose words with the intention to unsettle and gnaw at the minds of their enemies. With the right insult, comment, or look, these bards are capable of bringing even mighty warriors to their knees through the burden of self-doubt.
Intimidator
When you join the College of Asperity at 3rd level, you gain proficiency in the Intimidation skill. If you're already proficient in that skill, you instead gain proficiency in one of the following skills of your choice: Deception, Insight, or Persuasion. When you make a Charisma (Intimidation) check and roll a 5 or lower on the d20, you can roll your Bardic Inspiration die and add it to the total, without expending a use of your Bardic Inspiration.
Inspire Self Doubt
Also at 3rd level, you learn the vicious mockery cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. When you cast vicious mockery, its damage dice use the same die size as your Bardic Inspiration. Furthermore, when a creature fails its saving throw against this spell, you can expend a use of your Bardic Inspiration to cause it to be poisoned for 1 minute. A creature that can't be poisoned can still be affected in this way unless its Intelligence is 4 or lower.
A creature poisoned in this way makes a Wisdom saving throw against your bard spell save DC at the start of each of its turns. On a failed save, the creature takes psychic damage equal to one roll of your Bardic Inspiration die. On a successful save, it's no longer poisoned.
Enervating Glare (Level 6)
Starting at 6th level, you learn the ray of enfeeblement spell if you don't already know it. In addition, you can cast the spell as a bonus action, without requiring verbal components or concentration. Once a creature has been hit or affected by the spell when cast in this way, you can't do so again until you finish a short or long rest.
Withering Counter (Level 14)
By 14th level, your spells and needling remarks cut more easily into your enemies. charmed, frightened, and poisoned creatures have disadvantage on saving throws against spells you cast.
In addition, whenever a creature that you can see within 30 feet of you targets you with an attack, you can use your reaction to use your Countercharm feature. When you do, the creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature becomes either charmed by or frightened of you (your choice) until the start of your next turn. If the target becomes charmed, it must choose a new target or lose the triggering attack; if the target becomes frightened, it makes the triggering attack roll with disadvantage. Once a creature succeeds on this saving throw, it's immune to this effect for 24 hours.
College of Assassination
College of Assassination (Level 3)
In the court of kings none where more capable of silently disposing of their monarchs enemies than the bards of College of Assassination. Masters of both killing and espionage these minstrels of murder are the unseen hand that are more than capable to slipping into their targets home, being welcomed for dinner, and leaving in plane sight as the only one left alive with none the wiser.
Inspired Espionage
At 3rd level, your basic training begins with mastering the art of stealth and conversation, you must be able to both stalk your mark from the shadows and be the conductor of the social order. You gain proficiency with the stealth skill if you do not already have so. Additionally, you learn the friends cantrip, it counts as a bard spell for you and does not count against your cantrips known. When you cast this spell you can expend a use of your bardic inspiration to have the creature remain unaware of your magical influence on it.
Remain Unseen
Also at 3rd level, as a practitioner of the deadly arts you need to be able to slip into the shadows and remain unseen. You can use the Hide action as a bonus action.
Fade Into the Crowd (Level 6)
At 6th level, when you have made your mark you need to be able to quickly and quietly slip into obscurity. When you make a Dexterity (stealth) ability check you gain a bonus to your roll equal to the number of non-hostile creatures within 30 feet of you up to a maximum bonus equal to your Charisma modifier.
Cut Throat (Level 6)
At 6th level, you have trained to strike out like a viper when your opponent least expects it. When you you hit a creature with a weapon attack that you had advantage with you deal additional damage equal to 2 rolls of your Bardic Inspiration Die.
Master of a Thousand Faces (Level 14)
At 14th level, you learn disguise self and it counts as a bard spell for you and it doesn't count against your number of spells known. When you cast it, any illusory changes you make become real for the duration, and doesn't reveal themselves as illusory upon touch.
Additionally, when you successfully hide on your turn you become invisible until the end of your next turn, you can make a weapon attack or cast a spell without breaking invisibility.
College of Beasts
College of Beasts (Level 3)
Far from a traditional college, bards of the College of Beasts have a powerful, inherent bond to the natural world. Through song or personality, you befriend and charm all kinds of animals, easily making lifelong companions amongst the wild lands of the world.
Many bards discover on their own that they have a natural aptitude for these abilities, though sometimes the arts employed by this college are formally taught. Wood elves, forest gnomes, and circles of druids are especially keen to pass on knowledge of the College of Beasts, as such bards make stalwart allies in defending the natural order.
Beast Whisperer
Starting when you join the College of Beasts at 3rd level, you gain proficiency in the Animal Handling skill. Your proficiency bonus is doubled for any ability check you make using this skill.
In addition, you know the ways and thoughts of beasts as if they were your own. You always benefit from the effects of the speak with animals spell, and you have advantage on any ability check you make to persuade a beast to share information or to do a favor for you, given that the beast isn't hostile to you or any of your companions.
Tiny Companion
Also at 3rd level, you gain the services of a tiny beast companion, tamed by your wits or music, and bound to you by magic. You can cast the find familiar spell as a ritual. When you do, it counts as a bard spell for you, it doesn't require material components, and it conjures a beast rather than a celestial, fey, or fiend. A familiar conjured this way also gains the following traits:
- Bardic Companion
While your familiar is riding a creature, such as on the creature's shoulder or in its pocket, the effects of your Bardic Inspiration are improved on that creature. You can give such a creature a Bardic Inspiration die even if the creature is further than 60 feet from you and can't hear you. Additionally, when such a creature uses a Bardic Inspiration die you gave it, it adds your Charisma modifier to the result of the roll.
- Empowered
The familiar's hit point maximum increases by an amount equal to twice your bard level + your Charisma modifier, and it gains a bonus to its AC and to any saving throw it makes equal to your proficiency bonus.
- Evasion
If the familiar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Animal Allies (Level 6)
Starting at 6th level, wild creatures know you as a friend, and will jump to your aid. You learn the conjure animals and summon beast spells, which count as bard spells for you and don't count against the number of spells you know. You can also cast either spell once with this feature without expending a spell slot or requiring material components, and you regain the ability to do so when you finish a long rest'24.
Call Familiar (Level 6)
Also starting at 6th level, if your familiar has perished or is simply elsewhere, you can instantly call it to your side. As an action, you can expend a use of your Bardic Inspiration to cause your familiar to appear in your space as though you had cast find familiar as a ritual.
Mighty Companion (Level 14)
Starting at 14th level, when you cast find familiar as a ritual, you can communicate telepathically with the familiar and perceive through its senses (as described in the spell) as long as it is on the same plane as you, instead of only when it is within 100 feet of you. The conjured familiar also gains the following traits:
- Improved Bardic Companion
If the familiar is riding a creature when you cast a bard spell that targets only a single creature and that doesn't have a range of Self, you can choose that creature as the spell's target, ignoring the spell's range and any requirement the spell has of you being able to see the target or the target being able to hear you.
- Helpful Distraction
When the familiar takes the Help action to aid a friendly creature in making an ability check or attack roll, the creature also adds your Charisma modifier to the affected roll.
- Soulbound
When a creature uses a Bardic Inspiration die you gave it, the familiar regains hit points equal to the result of the Bardic Inspiration die roll. If this healing would restore the familiar above its hit point maximum, it gains temporary hit points'24 equal to the surplus.
College of Benevolence
College of Benevolence (Level 3)
Bards of the College of Benevolence honed their craft in the upper planes, or at least through the tutelage of a creature native to the upper planes. These bards often learn their magic from celestial creatures, such as lesser angels, couatls, ki-rin, and unicorns. Others might be tutored by humanoids that have visited or taken residence in the upper planes, and gained enough knowledge of the celestial workings of the world to pass on that knowledge to others.
Regardless of their tutor, these bards learn to be master physicians and therapists, adept at healing both magically and nonmagically, and capable of putting others at ease with just a few choice words or a calming melody. While bards of this college aren't usually true pacifists, they typically seek out non-violent solutions whenever they can. They often attempt to persuade or reason with their foes, and can also use a variety of powerful magics to end conflicts before they start.
Bards of this college often travel through the lands and planes of the world, acting as both traveling doctors and traveling musicians. They heal the sick and injured, resolve conflicts, and bring joy and merriment to all settlements they pass through.
Bonus Proficiency
When you join the College of Benevolence at 3rd level, you gain proficiency with the Medicine skill. Also, you can attempt to stabilize a creature as a bonus action, rather than needing to use your action.
Merciful Inspiration
At 3rd level, the magic laced into your voice can bring your comrades back from the brink of death.
When a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to expend one use of Bardic Inspiration, rolling the Bardic Inspiration die and causing the creature's hit point value to equal the number rolled, rather than 0.
Once you use this feature on a creature, that creature can't benefit from this feature again until it finishes a short or long rest.
Celestial Protection (Level 6)
At 6th level, you learn the sanctuary spell. This spell counts as a bard spell for you, but doesn't count against the number of bard spells you know.
Also, the celestial magic within you alerts you to danger, and protects your allies from harm. You can't be surprised, have advantage on initiative rolls, and any creature of your choice within 30 feet of you that is surprised gains the effect of the sanctuary spell. This effect ends at the start of the creature's next turn after it recovers from surprised.
Calming Presence (Level 14)
Starting at 14th level, your magical presence can cause hostilities to cease before they even begin.
When you roll initiative, you can use your reaction to immediately cast calm emotions, without expending a spell slot. When you cast calm emotions in this way, you can choose to target any number of creatures that you can see within 120 feet of you, rather than just targeting a 20-foot sphere, and the creatures you target don't need to be humanoid. Additionally, creatures make their save against this spell with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.
College of Blood
College of Blood (Level 3)
In the darkest depths of these twisted lands, few things are as welcomed as a good laugh, a merry sond and a razor sharp blade. Bards of the College of Blood masquerade as Jesters and bring all of these in spades. Armed with a scickle and lute, these maniacal minstrels are as versatile as they are deadly.
Harvest (Level 3)
When you join the College of Blood at 3rd level, you learn to use your weapons with a very twisted technique. When you hit a creature with a melee weapon attack, you can expend one spell slot to cause the target creature to Bleed. You apply 1 application of bleeding for a 1st spell slot, plus 1 additional application of bleeding for each spell level higher than 1st.
A bleeding target takes damage equal to 1 hit die at the beginning of the target creature's turn, until the bleeding stops. The damage increases by 1 hit die for every bleeding application on the target creature.
At the end of each of it's turns, the target creature can make a Constitution saving throw. On a success, the bleeding ends.
Inspired Mockery (Level 3)
Look at this fool, this imbecile! Playing the hero, are you?! Ha-HAA.
At 3rd level, mocking and humiliating your enemy comes as natural as breathing. As a bonus action, you can expend an use of your Bardic Inspiration to being relentlessly mocking a target creature. If the target creature can hear you (though it needs not to understand you), it must succeed on a Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its next turn.
Bloody Dice (Level 6)
Pride's like a knife, it can cut deep inside... Words are like weapons, they can wound sometimes.
At 6th level, when you hit a creature with a melee weapon attack, the creature gets 1 application of bleeding.
Finale (Level 14)
Combat is a power ballad - a slow build up, and a grand finale!
At 14th level, as an action, you can expend 1 use of your Bardic Inspiration to deal damage equal to your Bardic Inspiration Die for each application of bleeding on a target creature, consuming every instance of bleeding the creature has at the moment.
College of Canticles
College of Canticles (Level 3)
Most bards are content to amuse and entertain, but those in the College of Canticles lend their musical talents to the worship of the gods. These bards spread divinely inspired dogma and lead hymns, borrowing a measure of their god's power to bolster their allies. While clerics may be the face of religious institutions, rarely are they as successful at winning converts as bards of this college.
Joyful Noise
When you join the College of Canticles at 3rd level, you can speak, read, and write Celestial and you can use holy symbols as a spellcasting focus for your bard spells.
Channel Divinity
Also at 3rd level, you gain the ability to channel divine energy through enthusiastic worship, using that energy to fuel magical effects. You start with one such effect, Celestial Song, and gain another at 6th level.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
If your Channel Divinity effect requires saving throws, the DC equals your bard spell save DC.
Beginning at 14th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Celestial Song
As an action, you sing a song of worship for the divine that empowers your allies and enfeebles certain outsiders. Choose any number of creatures within 30 feet who can hear you to gain temporary hit points'24 equal to 1d6 + your Charisma modifier. Fiends and undead can't be chosen and, instead, must succeed on a Constitution saving throw or take radiant damage equal to 1d6 + your Charisma modifier. For the next minute, you can use a bonus action on each of your turns to repeat this effect. If you end a turn without repeating the effect, your Celestial Song ends.
Any remaining temporary hit points granted by this ability are lost when your Celestial Song ends.
Hallowed Inspiration
At 3rd level, while a creature has one of your Bardic Inspiration dice, it has resistance to necrotic and radiant damage.
In addition, when a creature with one of your Bardic Inspiration dice deals damage with a weapon attack or spell, it can roll and expend the Bardic Inspiration die to change the damage type to radiant and deal bonus damage to one target of the attack or spell equal to the result of the die.
Divinity School (Level 6)
Starting at 6th level, choose one of the cleric class' divine domains. You gain the 2nd level Channel Divinity option of that divine domain. Your bard level counts as your cleric level for the purpose of your domain's Channel Divinity.
Additionally, you learn the domain spells of your chosen divine domain when you reach certain bard levels. When you gain this feature, you learn each of the spells a cleric of your chosen divine domain would gain at 1st, 3rd, and 5th level. Once you reach 7th and 9th level in this class, you learn the spells a cleric of the same divine domain would gain at that level. Each of the domain spells counts as a bard spell for you and doesn't count against the number of bard spells you know.
Consecrated Choir (Level 14)
Starting at 14th level, when you use the Celestial Song option when using your Channel Divinity, friendly creatures within 30 feet who can hear you can use their reaction to join in. For each creature that joins in, roll an additional 1d6 for the healing and damage caused by the song, to a maximum of 3d6 additional dice.
While your Celestial Song persists, each time you use a bonus action to repeat the healing and radiant damage, friendly creatures within 30 feet who can hear you can use their reaction to join in.
College of Cantors
College of Cantors (Level 3)
The cantors are a group of bards who lead the faithful through the praise and worship of the gods. Their music is directed towards the heavens, with their instruments usually relating in some way to the god that they worship. Cantors are well loved within their respective communities, and it is hard to find a talented cantor who will stay in one place for long, as the demand for their soothing hymns is widespread.
Heavenly Voice
When you choose this college at 3rd level, you gain the thaumaturgy cantrip, which counts as a bard spell for you and doesn't count against the number of cantrips you can learn.
Healing Hymn
Also at 3rd level, when you cast a spell of 1st level or higher which restores hit points to one or more creatures, you can expend one use of your Bardic Inspiration to bolster that healing. Each creature that regains hit points adds a roll of your Bardic Inspiration die plus half your bard level to the number of hit points regained.
Angelic Chorus (Level 6)
Starting at 6th level, your heavenly music empowers those who join in its chorus. You can create the following additional effects when using the thaumaturgy cantrip:
As part of the action used to cast this spell, you can use the Help action to aid two allies. If you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
You ward a willing creature you can see within 30 feet with a shimmering golden radiance for up to 1 minute. Only one creature can be warded using this ability at a time. When an attacker within 5 feet of the warded creature hits it with an attack, the creature can use its reaction to deal radiant damage equal to half your bard level to the attacker.
Song of The Divines (Level 14)
Starting at 14th level, you can use your Healing Hymn ability without expending uses of your Bardic Inspiration.
College of Chaos
College of Chaos (Level 3)
While most bards use their skill with words to entertain and support, some choose to spread confusion, misinformation, and distrust. Though they reject the idea of leaders, some discordant bards join the College of Chaos, a leaderless association of misanthropes that study discordant magics.
Sower of Discord
When you join the College of Chaos at 3rd level, you gain the skills to better sow strife amongst your foes. You gain proficiency with disguise kits, forgery kits, and thieves' tools.
Bewildering Whispers
Starting at 3rd level, you learn to spread confusion in the midst of battle. When a creature within 60 feet that can see or hear you makes an attack roll, you can use expend a bardic inspiration as a reaction, forcing it to make a Wisdom saving throw. On a failed save, the creature must use their attack against another creature of your choice within their reach.
Pandemonium (Level 6)
Beginning at 6th level, your Countercharm exudes chaotic magic. When you use your Countercharm, you can force a creature within the effect to make a Wisdom saving throw. On a failed save, roll a d10. The target suffers the effect from the Pandemonium table until the end of your Countercharm.
A creature suffering from this effect can make a Wisdom saving throw at the start of each of its turns, ending the effect on a success. Once a creature succeeds on their saving throw they are immune to this feature for the next 24 hours.
| d10 | Effect |
|---|---|
1 | They retreat into their mind and are Paralyzed. The effect ends early if they take damage. |
2 | They are Incapacitated and convinced that their allies are secretly plotting against them. |
3 | They are Frightened of the closest creature and use their turn to flee from it. |
4 | They cannot speak or cast spells and they feel if they open their mouth their voice will escape. |
5 | They experience vivid hallucinations and have disadvantage on all attack rolls. |
6 | They are highly suggestible and do anything they are told to do that isn't self-destructive. |
7 | They experience insatiable hunger and use their action to eat anything they can. |
8 | They use their turn to repeat their previous turn or action to the best of their ability. |
9 | They shake wildly and have disadvantage on all Strength and Dexterity checks and saving throws. |
10 | Their eyes turn inky black and they are completely blinded and deafened. |
Reign of Chaos (Level 14)
You have mastered the chaotic magic that is the source of your power. At 14th level you learn the confusion spell, but it doesn't count against your total number of Spells Known. If you already know confusion, you learn another enchantment spell of your choice from the bard spell list.
As a bonus action on your turn, you can expend a bardic inspiration to cast confusion with the following changes:
You can only target one creature with the spell.
The spell doesn't require your concentration, but you cannot have more than one instance of the spell active.
When a creature makes a saving throw to resist the effects of this spell you can expend a bardic inspiration to impose disadvantage on its saving throw.
College of Chaos
College of Chaos (Level 3)
While most bards use their skill with words to entertain and support, some choose to spread confusion, misinformation, and distrust. Though they reject the idea of leaders, some discordant bards join the College of Chaos, a leaderless association of misanthropes that study discordant magics.
Sower of Discord
When you join the College of Chaos at 3rd level, you gain the skills to better sow strife amongst your foes. You gain proficiency with Disguise Kits, Forgery Kits, and Thieves' Tools.
Bewildering Whispers
Starting at 3rd level, you learn to spread confusion in the midst of battle. When a creature within 60 feet that can see or hear you makes an attack roll, you can use expend a bardic inspiration as a reaction, forcing it to make a Wisdom saving throw. On a failed save, the creature must use their attack against another creature of your choice within their reach.
Pandemonium (Level 6)
Beginning at 6th level, your Countercharm exudes chaotic magic. When you use your Countercharm, you can force a creature within the effect to make a Wisdom saving throw. On a failed save, roll a d10. The target suffers the effect from the Pandemonium table until the end of your Countercharm.
A creature suffering from this effect can make a Wisdom saving throw at the start of each of its turns, ending the effect on a success. Once a creature succeeds on their saving throw they are immune to this feature for the next 24 hours.
| d10 | Effect |
|---|---|
1 | They retreat into their mind and are Paralyzed. The effect ends earily if they take damage. |
2 | They are Incapacitated and convinced that their allies are secretly plotting against them. |
3 | They are Frightened of the closest creature and use their turn to flee from it. |
4 | They cannot speak or cast spells and they feel if they open their mouth their voice will escape. |
5 | They experience vivid hallucinations and have disadvantage on all attack rolls. |
6 | They are highly suggestible and do anything they are told to do that isn't self-destructive. |
7 | They experience insatiable hunger and use their action to eat anything they can. |
8 | They use their turn to repeat their previous turn or action to the best of their ability. |
9 | They shake wildly and have disadvantage on all Strength and Dexterity checks and saving throws. |
10 | Their eyes turn inky black and they are completely Blinded and Deafened. |
Reign of Chaos (Level 14)
You have mastered the chaotic magic that is the source of your power. At 14th level you learn the confusion spell, but it doesn't count against your total number of Spells Known. If you already know confusion, you learn another enchantment spell of your choice from the link bard spell list.
As a bonus action on your turn, you can expend a bardic inspiration to cast confusion with the following changes:
You can only target one creature with the spell.
The spell doesn't require your concentration, but you cannot have more than one instance of the spell active.
When a creature makes a saving throw to resist the effects of this spell you can expend a bardic inspiration to impose disadvantage on its saving throw.
College of Climates
College of Climates (Level 3)
The College of Climates shows refuge to those who devote themselves to the beauty of the world, along with the harsh love it shows back. Bards of this college often will show the magic gifted to them by the power of nature from the place they are from, but some bards may come across a land they love, and pray for the power of. The wrath of nature flows strongly through these bards, but they also show the compassion of the world to those who need it.
Origin of Song
When you take this subclass at 3rd level, you must choose one of the 4 biomes to be your biome of origin: Desert, Ocean, Jungle, or Arctic. Your ability's effects will change based on what biome you choose.
Additionally, you cannot get lost by non-magical means within your biome, and have advantage on Intelligence (History, Nature, or Investigation) checks regarding your biome.
You gain new options presented by the power of the natural world. These spells are added to your bard spell list, depending on your biome.
| Climate | Climate Spells |
|---|---|
Arctic | tenser's floating disk, spike growth, ice storm, wall of ice |
Desert | |
Jungle | |
Ocean | create or destroy water, gust of wind, control water, wind walk |
Song of the Wilds
At 3rd level, your words themselves seem to carry the power of the world around you. When a creature has a Bardic Inspiration Die granted by you, they can choose to use it in an additional manner along with it's base ability. The additional uses are listed below based on what biome you chose:
Arctic
The target can use their Bardic Inspiration Die to attempt to increase their Armor Class. The target rolls the die, and they get an increase to their Armor Class equal to half of the result of their roll (rounded down). This increase cannot be more than your proficiency bonus. This increase lasts until the end of their next turn.
Desert
The target can use their Bardic Inspiration Die to attempt to disengage. The target rolls the die, and if the result of the roll is equal to 3 or above, they take the disengage action with no action required.
Jungle
The target can use their Bardic Inspiration Die to gain temporary hit points. The target rolls the die, and gains temporary hit points equal to the result rolled.
Ocean
The target can use their Bardic Inspiration Die to attempt to increase their move speed. The target rolls the die, and they get an extra amount of movement speed equal to 5 times half the amount rolled (rounded down). This increase lasts for 1 round.
Nature's Retaliation (Level 6)
At 6th level, the powers of nature don't just imbue you but those around you. As a reaction when an ally within 60 feet of you that you can see is targeted with an attack, you can cause an effect to happen to protect your ally. You can use this feature a number of times equal to your proficiency bonus. All saving throws use your Bard Spell Save DC.
Arctic
A ray of freezing energy emanates from the target of this effect. The creature attacking the target of this effect must make a Constitution Saving Throw. On a failure, they take 2d4 cold damage, have no reactions until their next turn, and can only attack once this round. They take half damage on a successful save.
Desert
A blast of sand shoots out from the target of this effect. The creature attacking the target of this effect has to make a Constitution Saving Throw. On a failure, the target is blinded until the end of their next turn. This effect cannot be cleansed by the use of lesser restoration.
Jungle
A puff of noxious gas envelops the target of this effect. All creatures within 10 feet of the target must make a Constitution Saving Throw. On a failure, they take 3d4 poison damage and must make a Wisdom Saving Throw to attack the targeted creature. They take half damage on a successful Constitution Save.
Ocean
A jet of water blasts out from the target of this effect. The creature attacking the target of this effect must make a Strength Saving Throw, or take 3d4 bludgeoning damage and get pushed 30 feet away from the target. If the target collides with an object, they take #$prompt_number:min=1,title=Amount of 5ft tiles left in the jet's movement.,default=5$#d6 bludgeoning damage for every 5 feet of movement left in the push of the jet. For example, if the jet has only pushed a creature 15 feet and they collide with an object, they take 3d6 bludgeoning damage.
Deepest Wilds (Level 14)
At 14th level, you can call the wilds to aid you and spread to the battlefield. As an action, you choose a point within 60 feet of you that you can see. You create a 30 foot radius circle on the ground, extending 60 feet up into the air. This area and the effects are exclusive to non-allied creatures unless specified otherwise. These effects change based on what biome you chose. This effect lasts for 1 minute, and requires concentration. You can use this feature once per long rest. All saving throws use your Bard Spell Save DC.
Arctic
The area freezes the air and affects the creatures within. If a creature is in this area at the start of their turn, they must make a Constitution saving throw. On a fail they suffer the effects of extreme cold as if it had been an hour, take 3d10 cold damage, have their movement speed decreased by 10 until their next turn and cannot fly in the area with the use of wings. Creatures who are normally immune to the effects of extreme cold do not have resistance to this effect. Creatures who successfully save take half damage.
Desert
The area dries and scorching heat affects the creatures within. If a creature is in this area at the start of their turn, they must make a Constitution saving throw. On a fail they suffer the effects of extreme heat as if it had been an hour and take 6d10 fire damage. Creatures who are normally immune to the effects of extreme heat do not have resistance to this effect. Creatures who successfully save take half damage.
Jungle
The area fills with thick thorny vines and tall trees. If a creature is in this area at the start of their turn, they must make a Constitution saving throw. On a fail they take 3d10 acid damage and are restrained until their next turn. Flying creatures who fail this save get tangled in the air and do not fall to the ground. Creatures take half damage on a success.
Ocean
The area fills in a cylinder with water, containing a rampaging whirlpool within that sucks up all loose objects. Each creature that starts their turn within this area must make a Strength saving throw. On a failure, they take 4d10 bludgeoning damage and are pulled 10 feet horizontally toward the center, and if they are airborne, 30 feet down. A creature in this effect uses their swim speed, and the water in this area is considered difficult terrain. Additionally, due to the conditions of the water, any creature that needs oxygen cannot hold their breath within this area. Ranged attacks made from inside or that pass through the area have disadvantage. Creatures that successfully save take half damage and are moved 5 feet toward the center and 10 feet down.
College of Color
College of Color (Level 3)
Where other bards channel their creativity through an instrument, some choose to express themselves through painting. They attune to the colors of the world, becoming able to shape reality in ways few would think possible. Bards of College of Color also gain different abilities depending on which colors they favor, so they are as varied as a painter's palette.
Bonus Proficiencies
When you join College of Color at 3rd level, you gain proficiency with Painter's supplies. You can use these supplies as your spellcasting focus, and your proficiency bonus is doubled for any ability check you make that uses this tool proficiency.
Palette
Also at 3rd level, you learn to temporarily attune to a set of colors that have symbolic associations with particular concepts. Select a number of colors equal to your Charisma modifier (minimum of one).
Black
You can cast darkness once without expending a spell slot or providing material components. The radius of the sphere is increased by the number you roll on the Bardic Inspiration die times 5.
Red
As a bonus action, you gain a number of temporary hit points equal to your Bard level plus the number you roll on the Bardic Inspiration die until the end of your next turn.
Orange
You can cast flame blade once without expending a spell slot or providing material components. It deals extra damage equal to the number you roll on the Bardic Inspiration die.
Yellow
As a reaction, you can impose disadvantage on the next attack roll or ability check made by a creature that you can see within 30 feet of you.
Green
You can cast spike growth once without expending a spell slot or providing material components. The radius of the affected area is increased by the number you roll on the Bardic Inspiration die times 5.
Blue
As a bonus action, you can end the frightened or charmed conditions on yourself or one ally within 5 feet of you.
Violet
As a reaction before you cast it, you can change the damage type of a bard spell that deals acid, cold, fire or lightning damage to one of the other three damage types.
Brown
As a reaction to being hit by an attack, you can add your Charisma modifier to your AC, potentially making the attack fail.
White
You can cast moonbeam once without expending a spell slot or providing material components. It deals extra damage equal to the number you roll on the Bardic Inspiration die.
You can expend one use of bardic inspiration to gain the benefit associated with one of the colors you selected. You can change your selection after you complete a short or long rest.
Life Imitates Art (Level 6)
At 6th level, your paintings become almost perfect copies of reality. You can cast alter self without expending a spell slot or providing material components. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining expended uses on a short or long rest. Furthermore, as part of your action when you cast a spell of the Illusion school, you can expend one use of your Bardic Inspiration. The DC of the check to detect it as an illusion is increased by the number you roll on the Bardic Inspiration die.
Chromatic Explosion (Level 14)
Starting at 14th level, as an action you can paint an ever shifting cascade of color in the air. All creatures of your choice within 30 feet that can see the shifting colored shapes must make a Wisdom saving throw against your spell save DC. On a failure, a creature becomes stunned for a number of rounds equal to your Charisma modifier. At the beginning of each of their subsequent turns, creatures stunned by this feature can attempt to make the save again, ending the effect on a success. Once you have used this feature you cannot use it again until you have finished a short or long rest.
College of Colours
College of Colours (Level 3)
Performance is not limited solely to the creation of music, but also the display of art and visual beauty. Bards that adhere to the college of Colours can capture those that witness them in a dazzling whirlwind of beauty. These bards are able to weave magic into colours and pigments, provoking a severe emotional reaction in any who witness them. This can be both inspiring and debilitating, and those that underestimate the bard trained in such arts may find themselves lost in horrifying hues, or entranced by shifting patterns.
The images created by the bard of the College of Colours blur the lines between real and unreal.
Artistic Genius
At 3rd level, if you do not already have proficiency in painter's supplies, you gain proficiency in painter's supplies, and can use them as a spellcasting focus for your spells. You also add the spell Color Spray to your known spells list. This does not count towards your maximum number of known spells.
As a bonus action, you can paint an Imbued Image, which appears as a hovering image that fits within a 5ft cube within 5 ft. of you when you create it. Creating an Imbued Image costs a Bardic Inspiration die.
The image lasts for one minute. As long as it persists, you can cast any spell with a range other than self as if the spell originated from the image.
As a bonus action on any subsequent turn, you can activate the Imbued Image in one of four ways.
Disorienting Flicker
Until the end of your next turn, a creature which you can see within 30 ft. of your Imbued image suffers a penalty to their attack rolls and ability checks equal to your charisma modifier. The Imbued Image then disappears.
Healing Burst
A creature of your choosing within 60 ft. of the Imbued Image regains hit points equal to your bardic inspiration die + your Charisma Modifier. The Imbued Image then disappears.
Elemental Explosion
Every creature within 20ft. of the imbued image take damage equal to your bardic inspiration die + your Charisma Modifier. The damage type can be either fire, cold, poison, lightning, or thunder damage. The Imbued Image then disappears.
Warping Shimmer
You or a willing creature within 30 ft. of you that you can see teleports into the space of the Imbued Image. The creature that teleports in this way then gains a number of temporary hit points equal to a roll on your bardic inspiration die. The imbued image then disappears.
Hard Paint Creation (Level 6)
At 6th level, as an action, you can create a shape or item using your paints. You can create a shape, like a cube, a square, or staircase in a 10ft cube within a space you can see within 30 ft. of you. This shape can either be opaque or transparent.
This Hard Paint Creation can be interacted with, and has 10 hit points and an AC of 10. These items are static, have no weight, and cannot be moved, but can be destroyed. If it is reduced to 0 hit points it disappears. This creation lasts until the end of your next turn.
You can use this ability a number of times equal to your proficiency modifier. You regain all expended uses after a long rest.
At level 14, your Hard Paint Creations have 20 hit points and can fill a space in a 15 ft. cube.
Visual Alteration (Level 6)
At 6th level, you gain the ability to alter your appearance as an action, as if you cast the Disguise Self spell. To use this ability you must have your painter's supplies in hand. You can use this ability a number of times per long rest equal to your proficiency bonus. This visual change lasts indefinitely until you end it as a free action.
Mesmerising Images (Level 14)
At 14th level, your Imbued Images become more powerful. As an action, you can expend a bardic inspiration die to cause an imbued image to perform one of the following actions:
Paralyzing Undulation
A creature you can see within 30 ft. of the Imbued Image must succeed a Charisma Save against your spell save DC or become paralyzed until the end of your next turn. The imbued image then disappears.
Horrifying Vision
A creature you can see within 30 ft. of the Imbued Image must succeed a Wisdom Save or become frightened of you. The creature must on its turn use its movement to move as far away from you as possible, avoiding obviously dangerous terrain, and can only use its action to Dash or Disengage. The creature can repeat the save on the end of its subsequent turns. The effect will end after 1 minute. The imbued image then disappears.
Ink Cloud
A cloud of darkness emanates from the Imbued Image, as if the spell Darkness had been cast centered on the Imbued Image, the imbued image then disappears. This effect lasts for one minute. [...]
Hue Shift
Until the beginning of your next turn, you can alter the form damage takes. If a creature takes fire, cold, lightning, acid, or poison damage within 30 ft. of the imbued image, you can change the damage type to a different damage type from that same list, and in addition either reduce or increase the damage by a certain amount; this amount is equal to your bardic inspiration die. The imbued image then disappears.
College of Comedy
College of Comedy (Level 3)
Bards of the College of Comedy know the true power of a well-crafted joke. Clowns, jesters, and comedians all follow the teachings of this college, wielding the power of laughter to captivate audiences, invigorate allies, and make fools of their enemies.
Butt of the Joke
You have learned to make a creature's failure or misfortune even more embarrassing. As a reaction when a creature within 60 feet of you misses an attack, or fails an ability check or saving throw, you can expend one use of your Bardic Inspiration to deal 2d6 psychic damage to the creature.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
There's Always Time for Jokes
You always have a clever quip ready for any situation. You know the vicious mockery cantrip and the Tasha's hideous laughter spell, which don't count against the number of bard cantrips or spells you know. If you already know either of these spells, you can replace it with another spell of the same level from the bard spell list.
When you cast vicious mockery, roll your Bardic Inspiration die, rather than d4s, to calculate the damage.
When you cast Tasha's hideous laughter, you can modify it so that it does not require concentration and does not consume a spell slot. Once you cast the spell this way, you can't cast it this way again until you finish a short or long rest.
Crowd Work (Level 6)
Your experience in making people laugh has made you an expert in reading people. You gain proficiency in the Insight skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Laughter is the Best Medicine (Level 6)
You can harness your jovial wit to help creatures recover from their injuries. As a bonus action, choose one creature you can see within 60 feet of you. The creature regains hit points equal to two rolls of your Bardic Inspiration die plus your Charisma modifier (minimum of 3 hit points).
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Bring Down the House (Level 14)
You can deliver a devastatingly funny punchline, leaving others howling with laughter. As an action, choose any number of creatures of your choice within 60 feet of you that can hear you. Each creature must make a Wisdom saving throw. On a failed save, a creature takes the psychic damage dealt by your Butt of the Joke feature, and it falls prone and is incapacitated until the end of your next turn as it laughs uncontrollably. On a successful save, a creature takes half damage, doesn't fall prone,and is only incapacitated until the start of its next turn.
Once you use this feature, you can't do so again until you finish a long rest.
College of Command
College of Command (Level 3)
Bards who join the College of Command learn to draw upon their strong personality and confidence to inspire others to feats of heroism in battle. Rather than use their abilities to empower themselves, they bring out the best in their allies.
For some Commander bards, their days of gallant heroism are long behind them and it is time to pass the torch the next generation. For others, they lead their soldiers from the front lines, issuing orders and drawing swords alongside them.
Tactical Training
You have trained your body for battle and honed the strategic instincts of your mind. Upon joining this College at 3rd level, you gain proficiency with medium armor, shields, and all martial weapons that lack the heavy property.
In addition, you gain proficiency with two gaming sets of your choice, and you can add double your proficiency bonus to any ability check that uses these gaming sets.
Inspiring Commands
Beginning at 3rd level, you can expend a bardic inspiration to issue one of the following Orders below, targeting a willing creature within 60 feet that can see or hear you:
Attack Order
As an action, you Order an allied creature to take the offensive. The next time that creature takes the Attack action before the start of your next turn, they can make one additional weapon attack as part of that action.
Defensive Order
When an allied creature is hit by an attack, you can use your reaction to Order them to defend themselves. The target gains a bonus to their Armor Class equal to a roll your bardic inspiration against the triggering attack, which lasts until the start of your next turn.
Rallying Order
As an action, you Order an allied creature to strategically reposition themselves on the battlefield. The target can use their reaction to immediately move up to their full movement speed without provoking opportunity attacks.
Steadfast Order
As an action, you Order an ally to brace themselves and give no quarter. Anytime the target makes a Strength, Constitution, or Dexterity checks or saving throw before the beginning of your next turn they gain a bonus to their roll equal to a roll of your bardic inspiration.
Gallant Leader (Level 6)
You can seamlessly fight and issue Orders. Starting at 6th level, when you use your action to issue an Order, you can make one weapon attack as a bonus action on that turn.
In addition, you have advantage on saving throws to resist the charmed and frightened conditions.
Masterful Commander (Level 14)
Your confident Orders embolden your allies. Starting at 14th level, whenever you issue a Command, you can roll a d6 and use it instead of expending a bardic inspiration die.
College of Command
College of Command (Level 3)
Bards who join the College of Command learn to draw upon their strong personality and confidence to inspire others to feats of heroism in battle. Rather than use their abilities to empower themselves, they bring out the best in their allies.
For some Commander bards, their days of gallant heroism are long behind them and it is time to pass the torch the next generation. For others, they lead their soldiers from the front lines, issuing orders and drawing swords alongside them.
Tactical Training
You have trained your body for battle and honed the strategic instincts of your mind. Upon joining this College at 3rd level, you gain proficiency with medium armor, shields, and all martial weapons that lack the heavy property.
In addition, you gain proficiency with two gaming sets of your choice, and you can add double your proficiency bonus to any ability check that uses these gaming sets.
Inspiring Commands
Beginning at 3rd level, you can expend a bardic inspiration to issue one of the following Orders below, targeting a willing creature within 60 feet that can see or hear you:
Attack Order. As an action, you Order an allied creature to take the offensive. The next time that creature takes the Attack action before the start of your next turn, they can make one additional weapon attack as part of that action.
Defensive Order. When an allied creature is hit by an attack, you can use your reaction to Order them to defend themselves. The target gains a bonus to their Armor Class equal to a roll your bardic inspiration against the triggering attack, which lasts until the start of your next turn.
Rallying Order. As an action, you Order an allied creature to strategically reposition themselves on the battlefield. The target can use their reaction to immediately move up to their full movement speed without provoking opportunity attacks.
Steadfast Order. As an action, you Order an ally to brace themselves and give no quarter. Anytime the target makes a Strength, Constitution, or Dexterity checks or saving throw before the beginning of your next turn they gain a bonus to their roll equal to a roll of your bardic inspiration.
Gallant Leader (Level 6)
You can seamlessly fight and issue Orders. Starting at 6th level, when you use your action to issue an Order, you can make one weapon attack as a bonus action on that turn.
In addition, you have advantage on saving throws to resist the charmed and frightened conditions.
Masterful Commander (Level 14)
Your confident Orders embolden your allies. Starting at 14th level, whenever you issue a Command, you can roll a d6 and use it instead of expending a bardic inspiration die.
College of Creation
College of Creation (Level 3)
Bards believe the cosmos is a work of art-the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:
"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."
Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat-the greatest of dragons-as two of the song's first singers.
Mote of Potential
3rd-level College of Creation feature
Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
- Ability Check
- Attack Roll
- Saving Throw
Performance of Creation
3rd-level College of Creation feature
As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Animating Performance (Level 6)
6th-level College of Creation feature
As an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
Creative Crescendo (Level 14)
14th-level College of Creation feature
When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
You are no longer limited by gp value when creating items with Performance of Creation.
College of Cuisine
College of Cuisine (Level 3)
Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting peace, sculptures of sugar glass can inspire architects to design soaring cities, and the fusion of disparate culinary traditions can tie cultures together. Though we see food every day, it is truly the epitome of inspiration.
Bards from the College of Cuisine are as prized in the kitchens of nobles as in the mess halls of the rank and file. While peace treaties might be signed over hoisin-glazed duck with sides of spiced jackfruit and crispy shallots, it is the well-fed army that will win the war on a hearty oat and raisin porridge. Such bards never struggle to find employment; they travel where their work is appreciated, be their diners highborn or down-to-earth.
Culinary Exploration
Years spent adapting recipes allows you to try unheard-of combinations of ingredients. You gain proficiency with cook's utensils, which you can use as a spellcasting focus, and your proficiency bonus is doubled for any ability checks you make that uses these utensils to prepare food. In addition, whenever you craft a food, you can add one additional ingredient to the recipe, conferring the benefits of that ingredient to the dish on a successful Cooking check.
Petit Fours
During a short or long rest, you can create a number of magical treats equal to your Charisma modifier (minimum one). Choose one of the flavours from the list below with which to imbue these treats, which remain magical until you finish a short or long rest.
A creature can use an action or bonus action to eat a treat, gaining a benefit based on the treat's flavour which, unless otherwise stated, lasts until the end of its next turn.
As a bonus action, you can expend one use of your Bardic Inspiration, teleporting any number of treats on your person next to creatures you can see within 60 feet of you, where they remain, hovering near the creature's mouth. Such a creature can use its reaction to eat the treat, or it can do so on its next turn as normal. Otherwise, the treat falls to the ground.
- Bitter
- Salty
- Sour
- Sweet
- Umami
Culinary Specialisation (Level 6)
You pursue a particular style of cuisine, choosing from the list below and gaining its feature.
- Slow Cooking
- Fast Food
- Patissier
You learn two spells of your choice from any spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. These don't count against the number of bard spells you know.
In addition, when you finish a short rest, you can expend one use of your Bardic Inspiration, rolling the die and recovering a number of levels of spell slots with a combined value equal to or less than the value rolled, and none of the spell slots can be 6th level or higher. Once you use this feature, you can't do so again until you finish a long rest.
Executive Chef (Level 14)
Your confidence and authority in the kitchen translates to battlefield command. When a creature that can hear you rolls one of your Bardic Inspiration dice or eats one of your Petit Fours, you can shout authoritative, verbal encouragement (no action required). The creature can immediately use its reaction to either make one weapon attack or move up to its speed without provoking opportunity attacks. A creature that eats a Petit Fours can attack or move as described as part of the same action or reaction used to eat the Petit Fours.
College of Dance
College of Dance (Level 3)
Bards of the College of Dance tell stories and perform music without making a sound, choosing to instead move with feylike grace and magic to evade harm and inspire others. These dances originate from the Festerwood, whose radiant spores and light made for miraculous performances and deadly hazards. These bards can be found anywhere from the local tavern to the highest levels of theater moving crowds to tears as quickly as rebellion. At every turn, they inspire others to be brave, move, and join in.
Fast Movement
When you join the College of Dance at 3rd level, your walking speed increases by 10 feet. When you reach 6th and 14th level in this class, your walking speed increases by an extra 5 feet.
Inspirational Dance
Also at 3rd level, you learn how to use the universal language of dance. As a bonus action, you can expend one of your uses of Bardic Inspiration to dance and reinvigorate a creature other than you who can see you. When you do, roll a Bardic Inspiration die. That creature gains temporary hit points equal to the number rolled plus your Charisma modifier (minimum of 1). When a creature gains temporary hit points in this way, it can immediately use its reaction to move up to its speed without provoking opportunity attacks or take the Dodge action.
Entrancing Movement (Level 6)
At 6th level, your movements become so graceful that even the most cold-hearted enemies are filled with remorse for having stopped your dance. Whenever a creature hits you with an opportunity attack, that creature takes psychic damage equal to your Charisma modifier + half your bard level.
In addition, you can use your dance to cast the charm person spell, without expending a spell slot. When cast in this way, the target doesn't have advantage on the saving throw if you're currently fighting it. When you reach 14th level in this class, you can cast the irresistible dance spell in this way as well. A spell cast with this feature requires only somatic components. After you cast a spell in this way, you can't use this feature to cast it again until you finish a long rest.
Endless Dance (Level 14)
By 14th level, your dance has become so invigorating that it can inspire an ally to attack. A creature that gains temporary hit points from your Inspirational Dance can choose to use its reaction to make one weapon attack.
In addition, your endless dancing allows you to more easily avoid being hit. You can use a bonus action to take the Dodge action, and whenever you use a bonus action to expend a Bardic Inspiration die, you can take the Dodge action as part of that bonus action.
College of Dance
College of Dance (Level 3)
Bards of the College of Dance feel the rhythm of music course through their being and cannot help but dance to the beat of magical energy around them. Weaving exotic and expressive movements, they try to bring joy and spectacle even to the fiercest situation. Most are found in travelling troupes or surrounded by adoring crowds, they do their best to dazzle all who see them.
Rhythm of the Weave
When you join the College of Dance at 3rd level, you learn to synchronize the flow of your movements to the flow of the Weave. You can expend 10 feet of your movement on your turn to use your body as a spellcasting focus and ignore the verbal component of your bard spells.
Aggressive Choreography
At 3rd level, while you are wearing no armor and not wielding a shield, you gain the following benefits:
Your AC equals 10 + your Dexterity modifier + your Charisma modifier
You can take the Disengage action as a bonus action.
As an action, you can choose to strike a target within 5 feet of you with your body. If you do so, make a melee attack roll. On a hit, your attack deals bludgeoning damage equal to a roll of your Bardic Inspiration die + your Dexterity modifier.
Striking Pose
Also at 3rd level, you can perform a dazzling flourish, inspiring your allies and harming your enemies. As an action, you can expend one use of your Bardic Inspiration to perform a dazzling flourish. When you do so, choose one or more creatures up to your proficiency bonus within 10 feet of you that can see you. Choose one of the following for each creature:
The creature gains a Bardic Inspiration die, which expires at the start of your next turn.
The creature must make a Wisdom saving throw. On a failed save, a creature takes psychic damage equal to a roll of your Bardic Inspiration die + your Charisma modifier, and is stunned until the start of your next turn. On a successful save, a creature takes half as much damage and is not stunned.
Choose a Partner (Level 6)
At 6th level, you can focus your attention on a single opponent, drawing them into battle. You learn the compelled duel spell. It counts as a bard spell for you but doesn't count against the number of bard spells you know. You may cast compelled duel once without expending a spell slot, and you can't do so again until you finish a long rest.
Whenever you cast compelled duel, you can use your bonus action to strike the target of the spell a second time with your Aggressive Choreography feature. You may only do so for the duration of the spell.
Dancing on Air (Level 14)
By 14th level, your movements become more fluid and elusive. You gain the following benefits:
You are resistant to fall damage.
Your walking speed increases by 10 feet.
When you jump, you can make an Acrobatics check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
When you use your Striking Pose feature, creatures have disadvantage on attack rolls made against you until the start of your next turn.
College of Deceit
College of Deceit (Level 3)
The self-taught bards of the College of Deceit are sinister and selfish manipulators who use well-crafted half-truths to serve their own ends. At first, they appear charming, charismatic, and even friendly, but they reveal their true nature as they peel away their victims' emotional defenses.
Many of these bards operate in royal courts, where they use words as lethal weapons. They direct sovereigns to disastrous decisions, poison alliances with hearsay and speculation, and manipulate the flow of information between authority and its subjects. Others take a more personal approach and relish the thrill of gaslighting their loved ones into corrupted, imbalanced relationships.
Nothing but the Truth (Level 3)
When you join the College of Deceit at 3rd level, your endorsement of others' lies allows you to cheat even the most insightful victims. When another creature adds your Bardic Inspiration die to a Charisma (Deception) check, it uses the highest possible result on the die instead of rolling. A target can't benefit from this feature more than once per long rest.
Additionally, when you would make a Charisma (Persuasion) check, you can make a Charisma (Deception) check instead, and you gain proficiency in your choice of disguise kits, forgery kits, or torturer's implements.
Gaslight (Level 3)
Also at 3rd level, you can expend a use of your Bardic Inspiration when you cast an enchantment or illusion spell. Roll the die. If the result is equal to or greater than the spell's level, you alter the target's understanding of reality so it remains unaware of being affected by the spell, even if the spell's effects say otherwise. The target also does not realize the spell's components as normal.
You can use this feature whether the target succeeds or fails on its saving throw against the spell (if it has one). Each die expended affects one creature, even if the spell targeted multiple creatures. You can expend any number of additional dice to affect more targets, rolling the die separately for each target, provided you can see each chosen target.
Honeyed Words (Level 6)
Beginning at 6th level, the lingering effects of your influence weigh on the minds of your foes. A creature charmed or frightened by you, or a creature against whom you have used Bardic Inspiration, has disadvantage on Intelligence, Wisdom, and Charisma checks targeting any illusion or enchantment you cast or effects you create until the spell ends.
Corrected Recollection (Level 14)
Starting at 14th level, you lie with such conviction that others doubt their memories. You learn the modify memory spell, which doesn't count against the number of bard spells you know, and if you spend an hour in conversation with the target prior to casting it, it requires no components and doesn't expend a spell slot.
Never Punished (Level 14)
Also at 14th level, you can use your reaction when a creature succeeds on a saving throw against one of your spells to become invisible. This invisibility lasts until you make an attack, cast a spell that affects a hostile creature, deal damage, or your next turn ends. You can become invisible a number of times equal to your Charisma modifier, and you regain all uses on a long rest.
College of Dirge Singers
College of Dirge Singers (Level 3)
The college of dirge singers was formed from the ancient funeral singers of the Inevitable, the god of Death. These pious servants of the clergy of death were able to project the feelings associated with their chosen faith through songs and poems so powerfully that they could influence the emotions of others and even kill them. The followers of the Inevitable still imitate the secret songs and poems of the original dirge singers, but only the most skilled singers can invoke their true magical powers.
Lament of Melancholy
Starting at 3rd level, you can sing a woeful lament that causes creatures to fall into a state of depression. As an action, you can expend one use of your Bardic Inspiration on your turn to choose a number of creatures that you can see within 60 feet equal to your Charisma modifier (a minimum of one). Those creatures must make a Charisma saving throw against your spell DC or become charmed. While charmed, the creature has disadvantage on ability checks for one minute but can make a Charisma saving throw at the end of each of its turns to end the effect.
Dirge of Grief
Starting at 3rd level, you can sing a song that causes a creature to fall into a state of intense grief, washing away its hostility. As an action, you can target a creature that you can see within 60 feet. That creature must make a Charisma saving throw against your spell DC or become charmed. While charmed, the target becomes indifferent about creatures of your choice towards which it is hostile. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. The effect ends after one minute and the creature can become hostile again. Once you use this feature, you cannot use it again until you finish a short or long rest.
Elegy of Hopelessness (Level 6)
Starting at 6th level, you can recite a poem about death and passing that causes creatures to lose their motivation. As an action, you can expend one use of your Bardic Inspiration on your turn to choose a number of creatures that you can see within 60 feet equal to your Charisma modifier (minimum of one). Those creatures must make a Charisma saving throw against your spell DC or become charmed. While charmed, the creature has disadvantage on attack rolls and saving throws for one minute but can make a Charisma saving throw at the end of each of its turns to end the effect.
Threnody of Death (Level 14)
Starting at 14th level, you can sing a song of death that creates harmful necrotic energies. As an action, you can target a creature that you can see within 60 feet. That creature must make a Constitution saving throw against your spell DC. On a failed save, the creature takes 49 (14d6) necrotic damage, or half as much damage on a successful one. Once you use this feature, you cannot use it again until you finish a short or long rest.
College of Discord
College of Discord (Level 3)
Bards of the College of Discord yearn to take the performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard's study encourages inventing variations in their musical repertoire mid performance. This practice usually bleeds into their outlook on life and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the vibe.
Bonus Proficiencies
When you join the College of Discord at 3rd level, you gain proficiency with medium armor and one additional musical instrument.
Melodic Mayhem
Beginning at 3rd level, you gain the ability to use your musical instruments effectively in martial combat. When you wield your musical instrument in one or two hands, and no other weapons, it becomes a weapon that deals 1d6 bludgeoning damage and has the versatile (1d8) property. When used in one hand, it gains the finesse property. Wielded with two hands, your Armor Class increases by 2.
Battaglia
Also at 3rd level, you're able to anticipate the rhythm of battle and adjust to disrupt the flow of your enemies. As a bonus action on your turn, you can choose to teleport to an unoccupied square adjacent to any number of creatures you can see within 30 feet of you. Any Large or smaller creature within 5 feet of your new location must succeed on a Strength saving throw or be knocked prone. At 6th level, the radius of this effect increases to 10 feet, and to 15 feet at 14th level.
You can use this feature a number of times equal to your Charisma modifier and regain all expended uses after you finish a short or long rest.
As part of this bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the save DC. You can choose to use this feature after the creature makes its roll but before the DM announces if it succeeds or fails.
Encore (Level 6)
At 6th level, every success fuels your performance. When you succeed on a Strength, Dexterity, or Constitution saving throw in combat, you gain advantage on your next skill check, saving throw, or attack roll until the end of your next turn.
Additionally, your attacks with your musical instruments count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Pandemonium (Level 14)
At 14th level, you learn to provoke those the area around you by amplifying the clash of arms and flailing bodies, trumpeting your allies to hasten attack while sending your enemies into dysphonic chaos that is audible with 300 feet of you. As an action, you create a hyper-sonic field that reverberates out from you in a 15-foot radius for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).
For the duration, friendly creatures within the field experience a haste-like effect and gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A creature can only benefit from one such effect at a time. While you concentrate on this effect, your speed is 0, and you can only make melee attacks against creatures within 5 feet of you. If you have a fly speed, or are held in place my magical means, you can hover in place.
Additionally, when a hostile creature starts its turn within the field, or moves there for the first time, it must make a Wisdom saving throw or be affected for the duration. An affected creature's speed is halved, it takes a–2 penalty to AC and Dexterity saving throws, and can't use reactions. On an affected creature's turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. If an affected creature exits the field, the effect ends for it at the start of its next turn.
When you stop concentrating on this effect, you can't move or take actions until after your next turn, as a wave of exhaustion sweeps over you. Once you use this feature, you must finish a long rest before you can use it again.
College of Discord
College of Discord (Level 3)
A bard of the College of Discord is something of a curiosity. Musicians and entertainers, doubling as assassins, exploit their access to powerful nobility to glean secrets for employers who are usually nameless even to the bard.
Dazzling Draw (Level 3)
When you join the College of Discord at 3rd level, you learn to use your weapons with an impressive display of martial prowess, speed and accuracy. Damage rolls made with weapons that have the thrown property equals your Bardic Inspiration Die + Dexterity Modifier
In addition, you can add the Thrown property to Improvised Weapons and Ammunition.
Inspired Eye (Level 3)
At 3rd level, you learn how to find and exploit a target's weakest points.
As a bonus action, you can expend one of your uses of Bardic Inspiration to mark a target creature with your Inspired Eye for 1 minute. Your weapon attacks against a marked creature score a critical hit on a roll of 19 or 20.
At 15th level, your weapons attacks against a marked creature score a critical hit on a roll of 18-20.
Blade Flurry (Level 6)
To strike a target requires speed ant accuracy. With your magic, you have learned to temporarily empower both of these traits in an impressive flurry of blades.
Starting at 6th level, as an bonus action, you can make a special attack with your ranged weapons, you may expend one spell slot to make a ranged weapon attack dealing damage equal to your Bardic Inspiration Die + your Dexterity Modifier. The damage roll for this attack increases by 1 Bardic Inspiration Die for each spell level higher than 1st. Each additional Bardic Inspiration Die counts as a separate weapon being thrown.
The Art of Flying Blades (Level 14)
Starting at 14th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you can use Blade Flurry as a 3rd level spell without expending a spell slot.
College of Doomsayers
College of Doomsayers (Level 3)
Bards of this college revel in the fear and despair of others. They have foreseen the end of times, and use their gifts of prophecy to instill terror in those who hear their words. These bards command an audience like any other, but their craft is that of a mad prophet, and their poems and songs echo dissonant rattlings of hopelessness and suffering. Those who hear the mad ramblings are stricken with fear, lose their wills, and fall into madness.
The End is Nigh
Your words strike fear into the hearts of those who bear witness to your doomsaying. Whenever you make a Charisma (Intimidation) check, you may treat any roll of 9 or lower as if you had rolled a 10.
Dreadful Words
As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. The target takes psychic damage equal to the roll of your Bardic inspiration die and must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target becomes frightened of you until the start of your next turn.
Prophetic Foresight (Level 6)
You can behold glimpses of the most disastrous outcome for every possible action. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you use your reaction and attempt to make these visions come true. The triggering creature must make a Charisma saving throw against your spell save DC. On a failed saving throw, the triggering attack roll misses or the triggering ability check or saving throw fails. On a successful saving throw, the creature makes the attack roll, ability check, or saving throw normally, and you do not expend your use of this ability. You can use this feature a number of times equal to half your proficiency bonus (rounded down). You regain expended uses when you finish a long rest.
True Believer (Level 6)
As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. The target takes psychic damage equal to the roll of your Bardic inspiration die and must make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target becomes frightened of you until the start of your next turn.
Impending Doom (Level 14)
A creature frightened of you has disadvantage on all saving throws it makes while it can see you.
For Whom the Bell Tolls (Level 14)
When you roll initiative, you may choose a target within 60 feet of you that you can see. You foretell that creature's immediate demise. During the first round of combat, any attacks against that creature have advantage.
College of Drama
College of Drama (Level 3)
Long have the performing arts been a favorite pastime for people of all walks of life. Performers and thespians use the stage to tell stories that while fictional, can reveal great truths about life, death, and the struggles in between. The Muse, the ancient spirit of inspiration, moves the hearts of these actors, both great and small, to give their all in every performance.
Channel the Muse
When you adopt the College of Drama at 3rd level, you can channel the Muse to magically manifest two different masks. One, a laughing mask of comedy, the other, a weeping mask of tragedy. At the end of a long rest, you choose which mask you wish to manifest, gaining abilities based on your choice.
Mask of Comedy
You use your talent for the dramatic to inspire your allies in combat. As a reaction, when a friendly creature within 30 feet is forced to make a saving throw, you can expend a bardic inspiration die, adding it from the result of their saving throw. You can use this reaction after they roll, but before you know whether they succeed or fail.
Mask of Tragedy
Your flair for tragedy allows you to inflict sorrow upon your foes. As a reaction, when a creature within 30 feet is forced to make a saving throw, you can expend a bardic inspiration die, subtracting it from the result of their saving throw. You can use this reaction after they roll, but before you know whether their roll succeeds or fails.
Thespian's Craft
At 3rd level, you gain the skills of a master stage performer. You gain proficiency in both Performance skill and disguise kits. If you are already proficient in Performance you instead gain proficiency in another skill of your choice.
Also, while you are wearing a disguise, you have advantage on any Charisma (Performance) checks you make.
Dramatic Spellcasting Foci
When you create a College of Drama bard, you might consider using a spellcasting focus other than an instrument. Maybe your performer carries a special prop; like a fake skull, a wooden sword, or a significant item from their debut performance.
Soliloquy (Level 6)
Your ability to deliver impassioned performances empowers your Countercharm. Starting at 6th level, your Countercharm gains additional effects, based on the mask you are wearing:
Mask of Comedy
The sound of your Countercharm inspires great deeds. Creatures of your choice that can hear your Countercharm gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of their turns. In addition, they add 1d4 to any ability checks or attack rolls they make while they hear your Countercharm.
Mask of Tragedy
Your Countercharm undermines your enemies' resolve. Creatures of your choice that can hear your Countercharm have disadvantage on saving throws to resist being charmed and frightened, and they must subtract 1d4 from any ability checks or attack rolls they make.
Final Curtain (Level 14)
The Muse grants you the ability to enthrall death itself, if only for a short while. Upon reaching 14th level, your masks gain the following features while you are wearing them:
Mask of Comedy
You can bring allies back from the brink of death. As a reaction when a creature you can see within 30 feet makes a death saving throw, you can expend a bardic inspiration die to make a Charisma (Performance) check, substituting the result of your roll for their death saving throw. If the result is 20 or greater, the creature regains hit points equal to your Charisma modifier (minimum of 1).
Mask of Tragedy
You can bargain with death itself for more time. When you fall to 0 hit points, you can expend a bardic inspiration die to make a Charisma (Performance) check before you fall unconscious. If the result of your roll is a 20 or greater, you fall to 1 hit point instead of 0.
College of Drama
College of Drama (Level 3)
Bards of the College of Drama, usually referred to as actors, dedicate their lives to the stage, whether that stage be within a grand palace or on a wooden box on the side of a dirt road. They train to portray any character through deft costuming and impeccable impressions. They don't just tell tales, but delight audiences by performing them as one-man shows or as an ensemble with other bards of the college. These actors develop special techniques for drawing crowds and feeding off their audience's energy, becoming popular attractions in nearly any settlement they visit.
While near universally beloved by the common folk and community leaders, actors are regarded with some contempt by bards of other colleges, who see actors as attention-seeking narcissists who are either unwilling or unable to share the stage. An actor who arrives in a town where another bard is performing is often in for some not-so-good-natured competition.
Method Actor
Starting when you join the College of Drama at 3rd level, you gain proficiency in the Performance skill and with disguise kits, and you can use your voice as a spellcasting focus for your bard spells. Any spell you cast using your voice as a spellcasting focus gains a verbal component if it doesn't already have one.
Additionally, you can perfectly mimic the voice, speech, and mannerisms of any creature you've observed and heard speak for at least 1 minute.
Starring Role
Also at 3rd level, whenever you make an ability check, attack roll, or saving throw, you can expend one use of your Bardic Inspiration to roll your Bardic Inspiration die and add it to the result. You can choose to do so after you roll, but before the DM tells you whether you succeed or fail.
Once you use this feature, you can't use it again until you finish a short or long rest.
Magnetic Presence (Level 6)
Starting at 6th level, you learn special techniques that allow you to draw the attention of others:
Whenever you speak, you can cause your voice to boom up to five times as loud as normal.
You can cast the enthrall spell once without expending a spell slot. You regain the use of this ability whenever you expend a spell slot of 3rd level or higher to cast a bard spell or when you finish a long rest'24.
As an action, you can cause light to shine down upon you. Bright white light'24 shines within a 5-foot radius, 20-foot-high cylinder centered on you, with dim light'24 shining a further 5 feet beyond the radius. The cylinder remains centered on you as you move. The light disappears when you become incapacitated or when you choose to dismiss it on your turn (no action required).
Take a Bow (Level 14)
Starting at 14th level, you can bask in the adoration of your fans and allies. When a friendly creature sees you reduce a hostile creature to 0 hit points or cast a spell of 6th level or higher, you can use your bonus action this turn to take a bow. When you do, you regain one expended use of your Bardic Inspiration.
College of Drama
College of Drama (Level 3)
Long have the performing arts been a favorite pastime for people of all walks of life. Performers and thespians use the stage to tell stories that while fictional, can reveal great truths about life, death, and the struggles in between. The Muse, the ancient spirit of inspiration, moves the hearts of these actors, both great and small, to give their all in every performance.
Channel the Muse
When you adopt the College of Drama at 3rd level, you can channel the Muse to magically manifest two different masks. One, a laughing mask of comedy, the other, a weeping mask of tragedy. At the end of a long rest, you choose which mask you wish to manifest, gaining abilities based on your choice.
Mask of Comedy. You use your talent for the dramatic to inspire your allies in combat. As a reaction, when a friendly creature within 30 feet is forced to make a saving throw, you can expend a bardic inspiration die, adding it from the result of their saving throw. You can use this reaction after they roll, but before you know whether they succeed or fail.
Mask of Tragedy. Your flair for tragedy allows you to inflict sorrow upon your foes. As a reaction, when a creature within 30 feet is forced to make a saving throw, you can expend a bardic inspiration die, subtracting it from the result of their saving throw. You can use this reaction after they roll, but before you know whether their roll succeeds or fails.
Thespian's Craft
At 3rd level, you gain the skills of a master stage performer. You gain proficiency in both the Performance skill and disguise kits. If you are already proficient in Performance you instead gain proficiency in another skill of your choice. Also, while you are wearing a disguise, you have advantage on any Charisma (Performance) checks you make.
Soliloquy (Level 6)
Your ability to deliver impassioned performances empowers your Countercharm. Starting at 6th level, your Countercharm gains additional effects, based on the mask you are wearing:
Mask of Comedy. The sound of your Countercharm inspires great deeds. Creatures of your choice that can hear your Countercharm gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of their turns. In addition, they add 1d4 to any ability checks or attack rolls they make while they hear your Countercharm.
Mask of Tragedy. Your Countercharm undermines your enemies' resolve. Creatures of your choice that can hear your Countercharm have disadvantage on saving throws to resist being charmed and frightened, and they must subtract 1d4 from any ability checks or attack rolls they make.
Final Curtain (Level 14)
The Muse grants you the ability to enthrall death itself, if only for a short while. Upon reaching 14th level, your masks gain the following features while you are wearing them:
Mask of Comedy. You can bring allies back from the brink of death. As a reaction when a creature you can see within 30 feet makes a death saving throw, you can expend a bardic inspiration die to make a Charisma (Performance) check, substituting the result of your roll for their death saving throw. If the result is 20 or greater, the creature regains hit points equal to your Charisma modifier (minimum of 1).
Mask of Tragedy. You can bargain with death itself for more time. When you fall to 0 hit points, you can expend a bardic inspiration die to make a Charisma (Performance) check before you fall unconscious. If the result of your roll is a 20 or greater, you fall to 1 hit point instead of 0.
College of Echoes
College of Echoes (Level 3)
In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created.
Echolocation
When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you. At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.
Alter Sound
At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you've heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.
In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.
Enhance
You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.
Dampen
You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die
Distort
You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM's discretion, this effect can alter sounds that aren't words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.
Disrupt
When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.
Resounding Strikes (Level 6)
Starting at 6th level, when you hit a creature with a melee weapons attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal.
Reverberating Strikes (Level 14)
At 14th level, your Bardic Inspiration infuses your allies' weapon attacks with sonic power. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made, and all of the damage from that attack becomes thunder damage. The target of the attack must succeed on a Strength saving throw against your spell save DC or be knocked prone.
College of Echoes
College of Echoes (Level 3)
The mystery of life isn't a problem to puzzle out, but an echo to listen to.
Bards who join the College of Echoes study the sonorous acoustic properties of the Underdark gaining an intimate understanding of the diverse sounds and culture of its inhabitants. These bards develop a supernatural ability to project their performance at great volumes across vast distances but are most famous for enchanting their audience by augmenting their performances with glorious and mysterious echoes. Simply put, they are able to make the endless impassive stone of the 'World Below' sing.
Only the most dedicated artists come to the Underdark as the scarcity of friendly taverns and warm hearths deter all but the most devoted to their craft. Many bards of this college are drawn to the Underdark through the legend of Kel Faldir. This mythical duergar auditorium is famous for the magical amplified properties of its stage, its audience of dwarven ghosts, but mostly for its endless supply of ancient duergar stout. Often these bards begin by searching for this fantastical theatre and wind up making legends of their own.
When bards who manage to survive long enough in the Underdark finally return to civilization they astound their audiences using the power of echoing sound to miraculously accompany themselves. Whether it is a soaring instrumental passage which gracefully bounces from wall to wall, immersive sound effects used to punctuate a story or poem or a complex dance based on the sacrificial ceremony of the Kuo-toa, bards of this college create resonant and powerful art from the unrelenting hostility of the Underdark.
Reverberating Inspiration
3rd-level College of Echoes feature
When an ally you granted Bardic Inspiration to uses their Bardic Inspiration die, the next ally to act gains a bonus to their next attack or ability check equal to the result of the Bardic Inspiration die roll. If no attack or ability check is made within 1 minute, the bonus is lost.
Mystic Ventriloquist (Level 6)
6th-level College of Echoes feature
As a bonus action you conjure a floating translucent mannequin at an unoccupied location that you can see within 60 feet of you. The mannequin looks like a puppet version of yourself. You can speak and cast spells through this mannequin.
While conjured, the mannequin can hear and see, and it has darkvision with a range of 60 feet. It can also telepathically share with you what it sees and hears (no action required). The mannequin floats in place, making gestures and mouth movements appropriate to what is being said through it. As a bonus action, you can cause it to move up to 30 feet in any direction. After 1 minute, the mannequin vanishes.
As an action, while the mannequin is conjured, you can force creatures of your choice within 30 feet of the mannequin to make a Charisma saving throw against your spell save DC. Any creature that fails its saving throw is deafened and silenced as the mannequin absorbs all of the sound around the creature. At the end of each of its turns, an affected creature can make another Charisma saving throw. On a success, it is no longer deafened or silenced.
Once you use this feature to conjure the mannequin, you can't do so again until you finish a short or long rest.
Echo in Time (Level 14)
14th-level College of Echoes feature
After rolling a d20 as part of an attack roll, ability check, or saving throw, you can expend one use of your Bardic Inspiration to save that die result for 1 minute. You can then replace a later d20 roll you make during that minute with the saved die result.
College of Eloquence
College of Eloquence (Level 3)
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
3rd-level College of Eloquence feature
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Unfailing Inspiration (Level 6)
6th-level College of Eloquence feature
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech (Level 6)
6th-level College of Eloquence feature
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
Infectious Inspiration (Level 14)
14th-level College of Eloquence feature
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
College of Enticement
College of Enticement (Level 3)
The sinister singers of the College of Enticement use their voices to captivate and terrify their spellbound audiences. They learn the haunting fundamentals of their music from carnivorous sirens, watchful banshees, and the frigid yuki-onna, and adopt the same goals as their malicious tutors—to lure victims to their doom.
Alluring Voice (Level 3)
At 3rd level, you learn to charm away wits with a haunting song. You can use an action to expend a use of your bardic inspiration to begin a song audible within a number of feet of you equal to 10 × your bard level, which requires concentration and lasts for 1 minute. Choose up to three creatures that can hear you, which must make Wisdom saves against your bard spell save DC.
On a failed save, a target is charmed by you until the song ends. While charmed, it must move up to its speed straight toward you on each of its turns, taking actions of its choice. It moves around obstacles that prevent it from getting closer to you, such as walls or pits, but moves through fires, shallow pools of acid, and other harmful areas of effect.
If fewer than the maximum number of targets are charmed at the start of your turn, you can attempt to charm additional creatures up to the maximum. For example, if you charmed one target, you can attempt to charm two more. The maximum number of creatures you can charm increases to four at 5th level, five at 10th level, and six at 15th level in this class.
When a target takes damage or ends its turn, it can repeat its saving throw. On a success, it is no longer charmed by you.
Commanding Voice (Level 3)
Also at 3rd level, you can use your voice as a spellcasting focus and learn the thaumaturgy cantrip, which counts as a bard cantrip for you but doesn't count against your number of cantrips known.
Sound of Silence (Level 6)
Starting at 6th level, creatures you choose under the effects of your Alluring Voice or a bard spell you are concentrating on are deafened, but can still hear your song and other sounds that you permit. The first attack roll made against a creature deafened in this way is made with advantage.
Perish Song (Level 14)
Starting at 14th level, your voice marks your victims for death. The first time a creature takes damage after you charm it by any means, the damage is doubled. A creature cannot take this doubled damage more than once per day.
Your Alluring Voice also ignores immunity to the charmed condition, though creatures immune to being charmed have advantage on the saving throw.
College of Entropy
College of Entropy (Level 3)
Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable.
Bard College
Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They're sometimes called luck stealers (with a mixture of derision and respect), because no matter how bad things get for everyone around them, these bards always seem to come out unscathed.
Bonus Proficiencies
When you join the College of Entropy at 3rd level, you gain proficiency in Acrobatics,Athletics and a gaming set of your choice.
Luck Stealer
Also at 3rd level, you learn to borrow a little bit of other people's luck for yourself. When a creature that you can see within 60 feet is about to make an attack roll, an ability check, or a saving throw with advantage, you can use a reaction and expend one of your uses of Bardic Inspiration. If you do so, that creature takes a penalty to its die roll equal to the number you roll on your Bardic Inspiration die.
After the creature's attack roll, ability check, or saving throw is resolved, you gain the benefit of that Bardic Inspiration die, which is usable only on yourself and lasts only for a number of rounds equal to the roll of the Bardic Inspiration die. If you do not use the benefit before that time, it is lost.
For example, if you roll a 5 on your Bardic Inspiration die, the creature takes a -5 penalty to its roll. You can then apply a +5 bonus to one attack roll, ability check, or saving throw that you make within the next 5 rounds.
Stealing luck, regardless of whether you use the Bardic Inspiration benefit, causes a chance of a chaos magic surge.
Infusion of Fortune (Level 6)
At 6th level, when you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest.
Belief is a Tool (Level 14)
Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge.
College of Epic Poetry
College of Epic Poetry (Level 3)
Bards who study the College of Epic Poetry are devoted to the creation of a singular masterpiece in the tradition of the epic poets. All the greatest stories in history were originally captured and recreated for audiences as masterful works of poetry. These stories were passed down for centuries in an oral tradition, and eventually, they were recorded on papyrus scrolls and stored in great libraries.
Those who wish to record their own epic poems spend their early years studying philosophy, aesthetics, and music, so that they have the necessary language to capture the splendor of great deeds. However, an epic poet cannot spend all their life in the Academy. Eventually, they must seek out great conflicts, for great conflicts produce great heroes, and great heroes produce great deeds.
As such, you have prepared yourself for a life of turmoil, chasing after warriors who brave impossible odds. You have learned to transcribe events faithfully, even in the chaos of battle. You know that if your quill slips at a pivotal moment, the beauty of that instant may be forever lost to history.
Epic Verses
Starting when you join the College of Epic Poetry at 3rd level, you begin composing your epic poem. When certain significant events occur during your travels or during combat, you may use your reaction to compose a new epic verse. Significant events are defined as any of the following things happening to you or one of your allies by chance (e.g. your party cannot deliberately force them to happen by repetition). You must be able to see or hear the event happen.
- Comedy:
- Hubris:
- Irony:
- Tragedy:
Additionally, any particularly exciting event that seems to warrant inclusion in your poem is eligible as long as the GM approves—but don't push it.
Each time you compose a new epic verse, you must declare that you are doing so. If the GM approves, then you may add 1 verse to your poem. You may also want to write down what happened and why, so that you can enjoy reading it later, but this is not required. Your poem increases in rank as the number of verses grows.
Verse Counts & Party Size
These verse counts are based on a party size of six. If you have less than six members in your party, then the required verse counts are reduced. Multiply your party size by the poem rank to determine the required verse count. For example, if you have 3 party members, then your required verse count for rank 6 is equal to 18 (3 x 6)
| Poem Rank | Required Verse Count | Bardic Inspiration Improvement |
|---|---|---|
1 | 6 | Minimum Value = 2 |
2 | 12 | Epic Courage |
3 | 18 | Minimum Value = 3 |
4 | 24 | Epic Foresight |
5 | 30 | Minimum Value = 4 |
6 | 36 | Epic Determination |
7 | 42 | Minimum Value = 5 |
8 | 48 | Epic Reflexes |
9 | 54 | Minimum Value = 6 |
10 | 60 | Epic Resistance |
Inspirational Verses
Starting at 3rd level, when you give someone Bardic Inspiration, you recite a portion of your epic poem, which improves the effect of the dice based upon the rank of your poem.
- Improved Rolls
- Additional Effects
- Epic Courage:
- Epic Determination:
- Epic Foresight:
- Epic Reflexes:
- Epic Resistance:
Armored Poet (Level 6)
Starting at 6th level, you gain proficiency with medium armor, so that you can get close to the fighting while composing your poem. Additionally, if you are within 5 feet of an ally when you compose an epic verse about them, then you regain one expended Bardic Inspiration die.
Protective Epithets (Level 14)
Starting at 14th level, the lyrical epithets that you've selected for your allies take on magical properties, protecting them from death. Whenever a character with your Bardic Inspiration die would be reduced to 0 hit points, they may choose to roll their Bardic Inspiration die and be reduced to that number of hit points instead. The Bardic Inspiration die is then lost.
Assigning Epithets
If you'd like to add some extra creativity to this process, then you should consider assigning an epithet to each of your allies. Epithets are short compound titles like 'rosy-cheeked,' 'strong-willed,' or 'clear-eyed.' Epic poets use epithets to emphasize a character's most distinguished qualities. Refer to your allies by their epithets when you record verses in your poem, like so: "Stern-faced Orion swings and misses!"Please be respectful—don't choose an epithet that would make your fellow players uncomfortable.
College of Epic Poetry
College of Epic Poetry (Level 3)
Bards who study the College of Epic Poetry are devoted to the creation of a singular masterpiece in the tradition of the epic poets. All the greatest stories in history were originally captured and recreated for audiences as masterful works of poetry. These stories were passed down for centuries in an oral tradition, and eventually, they were recorded on papyrus scrolls and stored in great libraries.
Those who wish to record their own epic poems spend their early years studying philosophy, aesthetics, and music, so that they have the necessary language to capture the splendor of great deeds. However, an epic poet cannot spend all their life in the Academy. Eventually, they must seek out great conflicts, for great conflicts produce great heroes, and great heroes produce great deeds.
As such, you have prepared yourself for a life of turmoil, chasing after warriors who brave impossible odds. You have learned to transcribe events faithfully, even in the chaos of battle. You know that if your quill slips at a pivotal moment, the beauty of that instant may be forever lost to history.
Epic Verses
Starting when you join the College of Epic Poetry at 3rd level, you begin composing your epic poem. When certain significant events occur during your travels or during combat, you may use your reaction to compose a new epic verse. Significant events are defined as any of the following things happening to you or one of your allies by chance (e.g. your party cannot deliberately force them to happen by repetition). You must be able to see or hear the event happen.
- Comedy:
- Hubris:
- Irony:
- Tragedy:
Additionally, any particularly exciting event that seems to warrant inclusion in your poem is eligible as long as the GM approves—but don't push it.
Each time you compose a new epic verse, you must declare that you are doing so. If the GM approves, then you may add 1 verse to your poem. You may also want to write down what happened and why, so that you can enjoy reading it later, but this is not required. Your poem increases in rank as the number of verses grows.
Verse Counts & Party Size
These verse counts are based on a party size of six. If you have less than six members in your party, then the required verse counts are reduced. Multiply your party size by the poem rank to determine the required verse count. For example, if you have 3 party members, then your required verse count for rank 6 is equal to 18 (3 x 6)
| Poem Rank | Required Verse Count | Bardic Inspiration Improvement |
|---|---|---|
1 | 6 | Minimum Value = 2 |
2 | 12 | Epic Courage |
3 | 18 | Minimum Value = 3 |
4 | 24 | Epic Foresight |
5 | 30 | Minimum Value = 4 |
6 | 36 | Epic Determination |
7 | 42 | Minimum Value = 5 |
8 | 48 | Epic Reflexes |
9 | 54 | Minimum Value = 6 |
10 | 60 | Epic Resistance |
Inspirational Verses
Starting at 3rd level, when you give someone Bardic Inspiration, you recite a portion of your epic poem, which improves the effect of the dice based upon the rank of your poem.
- Improved Rolls
- Additional Effects
- Epic Courage:
- Epic Determination:
- Epic Foresight:
- Epic Reflexes:
- Epic Resistance:
Armored Poet (Level 6)
Starting at 6th level, you gain proficiency with medium armor, so that you can get close to the fighting while composing your poem. Additionally, if you are within 5 feet of an ally when you compose an epic verse about them, then you regain one expended Bardic Inspiration die.
Protective Epithets (Level 14)
Starting at 14th level, the lyrical epithets that you've selected for your allies take on magical properties, protecting them from death. Whenever a character with your Bardic Inspiration die would be reduced to 0 hit points, they may choose to roll their Bardic Inspiration die and be reduced to that number of hit points instead. The Bardic Inspiration die is then lost.
Assigning Epithets
If you'd like to add some extra creativity to this process, then you should consider assigning an epithet to each of your allies. Epithets are short compound titles like 'rosy-cheeked,' 'strong-willed,' or 'clear-eyed.' Epic poets use epithets to emphasize a character's most distinguished qualities. Refer to your allies by their epithets when you record verses in your poem, like so: "Stern-faced Orion swings and misses!" Please be respectful—don't choose an epithet that would make your fellow players uncomfortable.
College of Eulogies
College of Eulogies (Level 3)
Bards are masters of eliciting all types of emotion. They use their musical magic to make audiences feel longing for places they have never been and love for people long dead. Those who join College of Eulogies have a fondness for the more negative emotions; grief, sorrow, and horror. They take their name from the speeches typically delivered in memory of the deceased, for they see themselves as bringers of death.
Combined with a talent for necromancy magic, Eulogy bards wield the power of fear and despair to fill their foe's hearts with horror and bind restless spirits to their will.
Bardic Dirge
You wield the melancholic magic of negative emotions, and can use it to inflict minor curses. Starting at 3rd level, when a creature within 60 feet who can hear you, makes an attack roll, ability check, or saving throw, you can expend a bardic inspiration as a reaction to impose disadvantage on their roll.
Lament for the Dead
When you join College of Eulogies at 3rd level, you steep yourself in the lore magic associated with death. Whenever you make an ability check to recall knowledge about rituals related to death, undead, or the magic of necromancy, you can add double your proficiency bonus to your roll.
Also, whenever you learn a bard spell, you can choose to learn a necromancy spell of your choice form any spell list.
Restless Spirit (Level 6)
At 6th level, you can summon and bind the Restless Spirits of those who died with unfinished business. At the end of a long rest, you can perform a short ritual that summons such a spirit. A Spirit bound in this way is friendly to you, obeys your commands, and uses the Restless Spirit stat block. The stat block uses your proficiency bonus (PB) in several places.
In combat, the Spirit acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you used a bonus action on your turn to command it to take an action from its stat block, or another action. If you are incapacitated, it takes any action it chooses.
If your Spirit was destroyed within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, it returns from beyond the veil with all its hit points restored.
Infectious Despair (Level 14)
The sadness and despair that you inflict upon your enemies cloys to them until it exacts its toll. Beginning at 14th level, when you use your Bardic Dirge reaction on a creature, and that creature succeeds on its roll despite the disadvantage, they have disadvantage on the next attack roll, ability check, or saving throw they make as well.
Regardless of the outcome of the second roll, this feature ends after their next attack roll, ability check, or saving throw.
College of Eulogies
College of Eulogies (Level 3)
Bards are masters of eliciting all types of emotion. They use their musical magic to make audiences feel longing for places they have never been and love for people long dead. Those who join the College of Eulogies have a fondness for the more negative emotions; grief, sorrow, and horror. They take their name from the speeches typically delivered in memory of the deceased, for they see themselves as bringers of death.
Combined with a talent for necromancy magic, Eulogy bards wield the power of fear and despair to fill their foe's hearts with horror and bind restless spirits to their will.
Bardic Dirge
You wield the melancholic magic of negative emotions, and can use it to inflict minor curses. Starting at 3rd level, when a creature within 60 feet who can hear you, makes an attack roll, ability check, or saving throw, you can expend a bardic inspiration as a reaction to impose disadvantage on their roll.
Lament For The Dead
When you join the College of Eulogies at 3rd level, you steep yourself in the lore magic associated with death. Whenever you make an ability check to recall knowledge about rituals related to death, undead, or the magic of necromancy, you can add double your proficiency bonus to your roll.
Also, whenever you learn a bard spell, you can choose to learn a necromancy spell of your choice from any spell list.
Restless Spirit (Level 6)
At 6th level, you can summon and bind the Restless Spirits of those who died with unfinished business. At the end of a long rest, you can perform a short ritual that summons such a spirit. A Spirit bound in this way is friendly to you, obeys your commands, and uses the Restless Spirit stat block. The stat block uses your proficiency bonus (PB) in several places.
In combat, the Spirit acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you used a bonus action on your turn to command it to take an action from its stat block, or another action. If you are incapacitated, it takes any action it chooses.
If your Spirit was destroyed within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, it returns from beyond the veil with all its hit points restored.
Infectious Despair (Level 14)
The sadness and despair that you inflict upon your enemies cloys to them until it exacts its toll. Beginning at 14th level, when you use your Bardic Dirge reaction on a creature, and that creature succeeds on its roll despite the disadvantage, they have disadvantage on the next attack roll, ability check, or saving throw they make as well.
Regardless of the outcome of the second roll, this feature ends after their next attack roll, ability check, or saving throw.
College of Fame
College of Fame (Level 3)
Bards of the College of Fame are in the public's eye by day, while working for an agency or organization by night. These bards might simply be famous because who they are, or they may have earned their status because what they've done.
Bonus Proficiencies
When you join the College of Fame at 3rd level, you gain proficiency with the Deception, Performance and Persuasion skills. Additionally, choose one of them. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Winning Smile
Also, at 3rd level, while you are not wearing any armor, your AC equals to 10 + your Dexterity modifier + your Charisma modifier.
You learn the enthrall and suggestion spells.
Compelling Performance (Level 6)
At 6th level, as a bonus action, you can expend one use of Bardic Inspiration. If you do so, for the next minute you can cast the command spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier.
Additionally, whenever any of your spells ends while using this feature, the creature or creatures affected don't realize they were charmed by you unless you want to.
Utterly Convincing (Level 14)
Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add twice the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Additionally, when a creature uses one of your Bardic Inspiration dice to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check.
College of Fangs
College of Fangs (Level 3)
Everyone has the right to live and die by the sword. But death by poison? That's reserved for nobles.
The College of Fangs train spectacular minstrels and entertainers, but above all, cunning noble household advisors. Often praised as elite soldiers, they strike in the most opportune moments, deceiving and slaying their enemies with their cunning silver tongue, social skills, and music. They would rather enchant, poison, blackmail, or assassinate than fight a fair fight.
Bonus Proficiencies
3rd-level College of Fangs feature
You gain proficiency in the Intimidation or Persuasion skill (your choice), and Poisoner's kit.
Killing Melodies
3rd-level College of Fangs feature
As an action, you can roll a Charisma (Performance) check in an attempt to wound your enemies with an overwhelming performance. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom (Insight) check, taking psychic damage equal to your Charisma (Performance) check minus the creature's Wisdom (Insight) check. A creature is unaffected if the result is 0 or less.
Improved Prestidigitation (Level 6)
6th-level College of Fangs feature
You learn the prestidigitation cantrip. If you already know that cantrip, you learn another cantrip from the Bard spell list.
When you cast prestidigitation, its range is increased to 60 feet and it requires verbal components to cast. You can make a Dexterity (Slight of Hand) check with advantage to conceal the somatic component of the spell.
Additional magical effects are also added to the list of available effects for the spell:
You coat one piece of ammunition in poison for 1 hour. This ammunition deals 2d6 extra poison damage on a hit.
You infuse one item of food or drink with poison for 1 hour. The poison is colorless and odorless. Any creature that consumes the poison must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 6d6 poison damage. Whether the creature succeeds or fails its saving throw, it becomes aware that the food or drink was poisoned.
Devious Luck (Level 14)
14th-level College of Fangs feature
As a reaction, when you fail an ability check, attack roll, or saving throw, you can reroll, potentially turning a failure into a success. If you make a saving throw, whether the reroll succeeds or fails, you can convince hostile creatures that you failed until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
College of Feathers
College of Feathers (Level 3)
Bards that study within the College of Feathers learn to draw upon the magical properties of goose feathers to channel their magic, imbuing the feathers with fragments of their own magic to bolster themselves and their allies. Feather Bards, as they are commonly known, enjoy the simple life, emulating a lifestyle of comfort, love, mischief, and fierce protection also found in many avian species—particularly the infamous gander.
Magical Feathers
You learn to imbue magic into goose feathers. You have a leather pack filled with 5 special mundane feathers in which to imbue power, which can be reused once their imbued power runs out. As a bonus action, you can expend a use of your bardic inspiration and imbue its magic into one of these mundane feathers. When imbued, the feather retains the effects of the bardic inspiration for 8 hours, or until a creature holding the feather expends the magic held within it to gain the effects of that bardic inspiration. The number of special feathers you can carry increases as you gain levels in this class, increasing to 8 at 10th level, and 12 at 14th level. When you reach a level that would increase the number of feathers you can carry, you also gain a number of additional special feathers up to your new carry limit.
Losing Your Feathers
If you lose any of your feathers, you can perform a special ritual to gain replacement by spending 1 hour quietly gathering recently dropped feathers of appropriate size from nearby birds and imbuing them to be receptive to your magic.
Avian Infusions
You learn to imbue your goose feathers with raw magical power to create potent arcane explosives and magical effects. As an action, you can expend a spell slot of 1st-level or higher to charge one mundane feather with arcane power. Once charged, you can't imbue that feather with additional spell slots or a use of your bardic inspiration until the original magic in the feather is expended. The feather retains the spell slots's power for 8 hours, or until it is expended, at which point the feather magically returns to your hand and becomes mundane again. You can expend the feather's power in one of the following ways:
Detonate
You magically fling the feather towards a point you can see within 30 feet of you, where its magic then detonates in a 5-foot radius sphere. Creatures and objects in the area must succeed on a Dexterity saving throw versus your Bardic spellcasting DC or take 1d8 force damage per level of the spell imbued into the feather.
Enhance
When a creature holding the imbued feather casts a spell within 30 feet of you, you can use your reaction to expend the feather's stored magic into the creature's spell, increasing the spell's save DC or attack roll by 1 for every two spell levels imbued into the feather.
Bolster
When a creature holding the imbued feather hits a target with a weapon attack within 30 feet of you, you can use your reaction to expend the feather's magic and magically bolster the attack's damage. The attack deals an additional 1d6 force damage per spell level imbued into the feather.
Avian Insight (Level 6)
Your attunement to the natural cautious and curious nature of birds gives you insight into the intentions and weaknesses of your enemies. Whenever you make a Wisdom (Insight) check to determine a creature's intentions, or make a Wisdom (Perception) check to seek out hidden objects or traps, you have advantage on the roll if a bird is within 30 feet of your target.
Greater Avian Infusions (Level 6)
You learn the following powers for you Avian Infusion:
Recover
You can use an action to expend the magic of an infused feather carried by you or another creature within 60 feet of you and end one disease or condition affecting the creature carrying that feather. The condition can be blinded, deafened, frightened, paralyzed, or poisoned.
Strengthen Resolve
When you or another creature holding one of your infused feathers makes a saving throw, the holder can spend their reaction and expend the magic in the feather to gain advantage on the roll.
Bolster Defense
As a bonus action, you can expend a feather carried by you or one creature you can see within 30 feet of you to grant the bearer a +1 bonus to AC until the end of your next turn. The AC bonus increases by 1 for each spell level the feather is imbued with, to a maximum of +6.
Confounding Feathers (Level 14)
You can use your special feathers to create an aura of confusion and misdirection around you. As an action, you can infuse five of your mundane feathers with a concoction of magical effects and toss them into the air to create a swirling aura of color in a 30-foot radius sphere centered on yourself, which lasts for 1 minute. The aura moves with you, and it can't pass through solid objects. While this aura is active, you must concentrate on it as if concentrating on a spell. If you stop concentrating, the aura vanishes immediately. Creatures of your choice that begin their turn in the aura's radius or enter it for the first time on their turn must make a Wisdom saving throw versus your bard spell save DC or suffer the effects of the confusion spell. The effects remain for 1 minute, or until the confused creature leaves the aura's radius, or the aura ends. When the aura ends, the feathers return to you and become mundane again. Once you use this feature, you can't do so again until you finish a long rest.
College of Fleshweaving
College of Fleshweaving (Level 3)
If leather is a material, then why not skin itself? Students of the College of Fleshweaving make works of art out of weeping wounds, transform disfigurement into displays of transcendent beauty, and mould flesh into innovative adaptations inspired by the flora and fauna around them. A fleshweaver bard down on their luck might find employment as a battlefield surgeon, while the epitome of a fleshweaver's career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework.
Malleable Visage
Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeon's tools, which you can use as a spellcasting focus, and you know the alter self spell, which counts as a bard spell for you, but it doesn't count against the number of bard spells you know. Over the course of 1 minute, you can cast the spell without expending a spell slot, choosing only the Change Appearance option. When you cast the spell in this way, it doesn't require concentration.
In addition, over the course of 10 minutes, you can use your surgeon's tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a long rest. After you use your surgeon's tools in this way, you can't do so again until you finish a long rest.
Suturer
You know the spiritual weapon spell, which is a bard spell for you, but doesn't count against the number of spells you know. You can cast this spell once without expending a spell slot, and you regain the ability to cast it in this way when you finish a long rest. When you cast it as a bard spell, the weapon takes the form of a giant needle and thread, and deals piercing damage instead of force damage.
You also learn different ways to use this spiritual weapon. You gain the Suture benefit below, and you gain an additional benefit below when you reach 5th level and 10th level in this class.
Suture (3rd Level)
As a bonus action or an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and grant temporary hit points equal to one roll of your Bardic Inspiration die to one creature within 5 feet of the weapon. If the creature has 0 hit points, you can stabilise it, instead.
Suturer II (Level 5)
You learn different ways to use your spiritual weapon. You gain the Unspool benefit below.
Unspool
As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and force one creature within 5 feet of the weapon to make a Strength saving throw against your bard spell save DC. On a failure, magical threads wrap around the creature, which is restrained for 1 minute. The target can use its action to repeat the saving throw, ending the effect on a success.
Ritual Reskin (Level 6)
Over the course of 10 minutes, you can perform a surgical ritual on creatures that you can see within 60 feet of you (including yourself), up to a number equal to your Charisma modifier (minimum of one creature). The creatures gain one of the following adaptations for the next hour. You choose one adaptation to affect all creatures:
- Bull's Buns
- Cactus Skin
- Cat's Paws
- Fish Form
- Owl's Sight
- Rhino's Hide
After you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again.
Suturer III (Level 10)
You learn different ways to use this spiritual weapon. You gain the Acupuncture benefit below.
Acupuncture
As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and make a melee spell attack against one creature within 5 feet of it. On a hit, the creature takes piercing damage equal to one roll of your Bardic Inspiration die plus your Charisma modifier, and must make a Constitution saving throw against your bard spell save DC. On a failure, the creature is paralysed until the end of its next turn.
Soulsew (Level 14)
When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer feature's Unspool or Acupuncture effect, it becomes 'soulsewn' to you for the next minute. While soulsewn, an ethereal thread connects you to this creature via a straight line that only you and creatures with truesight can see. This thread breaks if the creature is ever more than 100 feet away from you.
Spool
You can use a bonus action to teleport to the nearest unoccupied space of a soulsewn creature of your choice, or attempt to switch places with a soulsewn creature. If the creature is unwilling to switch places, you must succeed on a contested Charisma check against the creature. On a success, or if the creature is willing, you and the target teleport, switching places with one another. If there is not enough space for either of you to switch places, you automatically lose the contest.
You can teleport using this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.
College of Fools
College of Fools (Level 3)
Bards who join College of Fools use crude stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a tavern to the nobles of a royal court. Where other bards seek out forgotten lore or tales of epic bravery, Fools ferret out embarrassing and hilarious stories of all kinds. Whether telling the tale of a stable hand's affair with a duchess or a mocking satire of a paladin's innocence, a Fool never lets social decorum get in the way of truth.
Fools adventure to undermine the plans of the powerful and arrogant. Among bards, Fools are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
Satirical Theatrics
When you adopt College of Fools at 3rd level, you gain the skills necessary to pass as a bumbling nincompoop. You gain proficiency in the Acrobatics and Slight of Hand skills. If you are already proficient in either of these skills you instead gain proficiency in Deception or thieves' tools.
In addition, whenever you make a Dexterity (Acrobatics) or Dexterity (Sleight of Hand) check, you gain a bonus to your roll equal to your bardic inspiration die.
Tumbling Fool
Your training allows you to move about in strange and bizarrely entertaining ways. Starting at 3rd level, you can take the Dash action as a bonus action on your turn. When you take the Dash action, you gain the following benefits, which last until the end of your current turn:
Opportunity attacks against you are made at disadvantage.
You gain a climbing speed equal to your movement speed.
You reduce any falling damage you take by an amount equal to your bard level + your Charisma modifier.
Sharp Tongue (Level 6)
At 6th level you learn the vicious mockery cantrip, but it doesn't count against your total number of Cantrips Known. If you already know vicious mockery you learn an another bard cantrip of your choice. When you damage a creature with vicious mockery, you gain a bonus to the damage roll equal to your Charisma modifier (minimum of +1).
Sharper Wit (Level 6)
Starting at 6th level, when a creature that you can see targets you with a weapon or spell attack, you can use your reaction to cast vicious mockery targeting the attacker. If the attacker fails their saving throw, they must choose another target within range of their attack. If there are no other creatures in range then their weapon or spell attack misses.
You can cast vicious mockery as a reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Fools Luck (Level 14)
You have reached the pinnacle of the satirical performing arts. Upon reaching 14th level, you can combine your bardic magic with foolish antics to manipulate luck. When you make an ability check, attack roll, or saving throw with advantage, you can choose to automatically fail in comical fashion.
Once you've used this ability to purposefully fail, you gain 1 point of Fools Luck. You can have a number of points of Fools Luck equal to your Charisma modifier (minimum of 1). Any unused Fools Luck fades at the end of your next long rest.
When a creature within 30 feet that can hear you, makes an attack roll, ability check, or saving throw, you can use your reaction to expend a charge of Fools Luck and impose advantage or disadvantage (your choice) on the roll.
College of Fools
College of Fools (Level 3)
The College of Fools is a motley lot, varying from bumbling beggars to the eyesores of a noble court, decked out in the finest eye-bleeding frippery. One can tell at a glance they are not to be taken seriously, but beneath the facade there is... well, usually, a fool, but also a sharp mind, quick hands, and an uncanny understanding of how to manipulate any situation. The College of Fools is tolerated much like an assassin's guild might be: a useful menace to society. Hiding in the brilliant outfits in plain sight more surely than darkened leather could hide them in the shadows, they gather information, poke and prod their enemies, and—just occasionally—toss a knife in the air and forget to catch it before it hits someone.
Jester's Juggling
When you join the College of Fools at 3rd level, you master the art of juggling almost anything. You gain proficiency in Performance (or another skill of your choice if you already proficient in it).
Additionally, you can draw or stow any number of items or weapons during your turn. You can hold more weapons or objects than you have hands, but when you do so, at the end of your turn you must make a Dexterity (Performance) check with a DC of 5 times the additional number of hands you need to wield or hold all the items you are holding (for example, to hold 3 daggers would be a DC 5, while to hold 3 daggers and a greatsword would be DC 15). On failure, you drop any that you don't have sufficient hands to hold.
Fool's Fumble
Additionally at 3rd level, when you fail an ability check or attack roll, you can expend a use of Bardic Inspiration to pass it off as an intentional failure, recovering in spectacular fashion. When you do so, reroll the check or attack roll and add your Bardic Inspiration to the result.
College of Fools Quirks
The following are some optional quirks for a player of this College to choose from—these can be either preexisting, signaling their fated inclination toward this College, or appear after you commit yourself to this College.
| d6 | Quirk |
|---|---|
1 | You've learned townsfolk with torches and pitchforks do not respond well to the "It's just a prank" defense. |
2 | Whenever you end up doing the talking, it always seems that your companions' palms are permanently affixed to their faces. |
3 | You try to juggle anything not nailed down. |
4 | Vicious mockery isn't a cantrip... it's a lifestyle. |
5 | Children love your antics. Adults, not so much. |
6 | If you perform tumbles all the time, no one can tell when you actually fall on your face. |
Acrobatic Antics (Level 6)
Starting at 6th level, your acrobatic mastery gives you proficiency in Acrobatics (or another skill of your choice if you already proficient in it). You can use your acrobatic foolery to tumble around the most dangerous places safely. You gain the following benefits:
Acrobatic Movement. You gain a climbing speed of 20 feet, and falls of 20 feet or less deal no damage to you. Whenever you fall, you can choose to land on your feet (rather than fall Prone).
Tumble. As a bonus action, you can leap and tumble, spending up to 10 feet of movement while ignoring difficult terrain, not provoking opportunity attacks, and moving through creatures' spaces (including hostile creatures).
Balance.You gain advantage on saving throws and ability checks made to avoid falling or being knocked Prone.
Fatal Flourish (Level 6)
Additionally at 6th level, when you use your Action to make an an ability check, cast vicious mockery, or make a weapon attack with a melee weapon, you can make a single weapon attack with a light melee weapon or dart as a bonus action.
Energetic Encore (Level 14)
Starting at 14th level, you can build off the success of others and encourage them to greater heights. When another creature scores a critical hit while within 60 feet of you, you can use your reaction to make a single weapon attack against the same target.
When you deal a critical hit or a creature fails a saving throw against one of your spells by 5 or more, you can use your reaction to take the Help action to encourage an ally to follow up on success.
You can expend a use of Bardic Inspiration to take one of these reactions on any hit or failed save, even when the attack was not a critical hit.
College of Fools
College of Fools (Level 3)
Bards who join the College of Fools use crude stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a tavern to the nobles of a royal court. Where other bards seek out forgotten lore or tales of epic bravery, Fools ferret out embarrassing and hilarious stories of all kinds. Whether telling the tale of a stable hand's affair with a duchess or a mocking satire of a paladin's innocence, a Fool never lets social decorum get in the way of truth.
Fools adventure to undermine the plans of the powerful and arrogant. Among bards, Fools are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
Satirical Theatrics
When you adopt the College of Fools at 3rd level, you gain the skills necessary to pass as a bumbling nincompoop. You gain proficiency in the Acrobatics and Sleight of Hand skills. If you are already proficient in either of these skills you instead gain proficiency in Deception or Thieves' Tools.
In addition, whenever you make a Dexterity (Acrobatics) or Dexterity (Sleight of Hand) check, you gain a bonus to your roll equal to your bardic inspiration die.
Tumbling Fool
Your training allows you to move about in strange and bizarrely entertaining ways. Starting at 3rd level, you can take the Dash action as a bonus action on your turn. When you take the Dash action, you gain the following benefits, which last until the end of your current turn:
Opportunity attacks against you are made at disadvantage.
You gain a climbing speed equal to your movement speed.
You reduce any falling damage you take by an amount equal to your bard level + your Charisma modifier.
Sharp Tongue (Level 6)
At 6th level you learn the vicious mockery cantrip, but it doesn't count against your total number of Cantrips Known. If you already know vicious mockery you learn an another bard cantrip of your choice. When you damage a creature with vicious mockery, you gain a bonus to the damage roll equal to your Charisma modifier (minimum of +1).
Sharper Wit (Level 6)
Starting at 6th level, when a creature that you can see targets you with a weapon or spell attack, you can use your reaction to cast vicious mockery targeting the attacker. If the attacker fails their saving throw, they must choose another target within range of their attack. If there are no other creatures in range then their weapon or spell attack misses.
You can cast vicious mockery as a reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Fools Luck (Level 14)
You have reached the pinnacle of the satirical performing arts. Upon reaching 14th level, you can combine your bardic magic with foolish antics to manipulate luck. When you make an ability check, attack roll, or saving throw with advantage, you can choose to automatically fail in comical fashion.
Once you've used this ability to purposefully fail, you gain 1 point of Fools Luck. You can have a number of points of Fools Luck equal to your Charisma modifier (minimum of 1). Any unused Fools Luck fades at the end of your next long rest.
When a creature within 30 feet that can hear you, makes an attack roll, ability check, or saving throw, you can use your reaction to expend a charge of Fools Luck and impose advantage or disadvantage (your choice) on the roll.
College of Fortune
College of Fortune (Level 3)
Bards of the College of Fortune prefer games with high stakes to soaring songs. These bards, sometimes called card sharks or high rollers, entertain with their rarely surpassed talent for games of skill and chance. Inside the casino or out, these bards push their luck to the breaking point and then a bit further.
Bards in this college have a reputation as instigators that isn't entirely justified. High rollers don't go looking for trouble, they just have a habit of provoking fellow party members into taking long shots that don't always pan out. Despite that, no bard has a better chance of helping their companions clutch victory from the jaws of defeat than a card shark. The smart bet is always on the bard of the College of Fortune.
Gambler's Conceit
When you join the College of Fortune at 3rd level, you gain proficiency with all gaming sets and your choice of one of the following skills: Deception, Insight, Perception, or Sleight of Hand.
In addition, you can use a gaming set (see "Equipment" in Chapter 5 of the Player's Handbook) as a spellcasting focus for your bard spells.
Push Your Luck
Starting at 3rd level, you impart your affinity for risky wagers to your compatriots when you inspire them. After a creature you inspired rolls a Bardic Inspiration die, it can choose to roll an additional die of the same type (a d6 if your Bardic Inspiration die is a d6, for example). If the additional die result is lower than the Bardic Inspiration die, the roll loses the benefit of the Bardic Inspiration die. If the additional die result is equal to or higher than the Bardic Inspiration die, add the result of both dice to the roll and the creature gains temporary hit points'24 equal to the total of both dice. In either case, the Bardic Inspiration die is lost.
Pocket Ace (Level 6)
At 6th level, when you complete a long rest'24, roll a die of the same type as your Bardic Inspiration die (a d8 if your Bardic Inspiration die is a d8, for example) and record the result as your pocket ace. After a creature you inspired rolls a Bardic Inspiration die, but before it chooses to use your Push Your Luck feature, you can exchange the result of its Bardic Inspiration die with your pocket ace. When you do, the Bardic Inspiration die result becomes your new pocket ace. You must choose to replace the result before the DM announces if the roll succeeds or fails.
In addition, you can expend your pocket ace at any time to add its result to one of your own attack rolls, ability checks, or saving throws.
High Roller (Level 14)
At 14th level, when a creature with one of your Bardic Inspiration dice makes an ability check, attack roll, or saving throw and rolls a 20 on the d20, you regain one expended use of your Bardic Inspiration feature. When a creature with one of your Bardic Inspiration dice makes an ability check, attack roll, or saving throw, and rolls a 1 on the d20, that creature can expend the Bardic Inspiration die to roll the d20 again and must use the new result.
College of Four Suits
College of Four Suits (Level 3)
Bards of the College of Four Suits see games of chance as challenging questions of fate and predetermination. These charismatic players can see the threads of fate hard at work with every roll of the dice and card draw, providing timeless material for their magic and musings. By bearing witness to this magic firsthand, bards of this college believe that the future is something that can be directed, if not controlled. As such, these magicians, tricksters, and fortune tellers play along in a never-ending game against their future selves, strategically twisting luck in their ever-growing favor to force the hand of fate itself.
Arcane Deck
When you join the College of Four Suits at 3rd level, you find a way to twist your bardic magic in new ways using the magic of chance. You gain proficiency with playing card sets, if you don not already have it, and you can use playing card sets as a spellcasting focus for your bard spells. Your proficiency bonus is doubled for any ability check you make that uses playing card sets, such as Dexterity (Sleight of Hand) or Charisma (Performance) checks made to either cheat or perform card tricks, respectively.
In addition, you can transform a mundane playing card set into a magic one, called an arcane deck, using a special ritual while holding the cards. The ritual takes 1 hour, which can be done during a short rest. You can then dismiss the deck (no action required), shunting it into an extradimensional space. The deck also disappears if its more than 120 feet away from you for 1 minute or more, or if you die. You can summon the arcane deck to an empty hand using a bonus action, and can use it as a normal playing card set. You can replace your arcane deck by performing the 1-hour ritual on another playing card set. When you do, the previous arcane deck becomes a nonmagical playing card set again. The deck appears at your feet if it is in the extradimensional space when this happens.
You use this arcane deck for your College of Four Suits features, drawing and playing cards as described in them and using the following rules:
The arcane deck uses a standard deck of 52 cards, removing any jokers from the deck. You can use a deck of playing cards at your table for these features or use a digital tool instead.
An ace counts as 1, and a jack, queen, or king counts as a 10.
At 3rd level, your maximum hand size is 3. Your maximum hand size increases when you reach certain levels in this class, becoming 4 cards at 6th level, and 5 cards at 14th.
Played and discarded cards disappear and are placed in a discard pile to the side of the deck. When you finish a long rest, shuffle the discard pile back into the deck. Discarded cards are unavailable to your arcane deck while you are in combat, but can otherwise be used as normal when using the deck as a playing card set.
Hand of Fate
At 3rd level, you draw a hand of cards whenever you roll for initiative, up to your maximum hand size, called a hand of fate. You keep these cards until they are played or until the combat resolves, at which time any remaining cards in your hand are discarded. When you draw these cards, your arcane deck and drawn cards magically appear and float in the air within easy reach for the duration. While the arcane deck is summoned in this way, you do not need to be holding it in order to use it as a spellcasting focus.
You can play multiple cards at a time and combine their values provided that they are all from the same suit. Regardless of what your cards combined value is, it can not exceed your bard spell save DC. After a card is played and its effect resolves, it disappears from your hand and is placed in your discard pile.
You can play cards from your hand of fate in a variety of ways as described below.
Fate Change
You can choose to forgo rolling a d20 for an attack roll or ability check to play one or more cards from your hand (no action required), using their combined value to determine the roll instead. You can wait until after you roll the d20 before deciding to use this feature, but must decide before the GM says whether the roll succeeds or fails. Once you use this ability, you can not do so again until you roll initiative again and draw a new hand. If you can eventually replace a d20 roll with a combined card value of 20 or more, it does not count as a critical hit or success on the roll you replace it with.
Trick
You can use an action to send one or more cards from your hand hurtling at a creature that you can see within 30 feet of you (other than yourself).
Clubs or Spades
If the cards suit is a club or spade, make a ranged spell attack against the target, using your spell attack bonus. On a hit, the target takes force damage equal to the cards combined value.
Diamonds or Hearts
If the cards suit is a diamond or heart, the target gains a number of temporary hit points equal to the cards combined value, which last for 1 minute or until you use this Trick again.
Whenever you expend a use of your Bardic Inspiration, you can draw 2 cards from the deck and choose 1 of them to add to your hand, placing the second card on the bottom of the deck. If your hand is full when you add a new card in this way, you can choose to either discard a card from your hand and replace it with the new one or simply place it on the bottom of the deck without replacing any cards in your hand.
When you reach 6th level in this class, the number of cards you draw and keep whenever you expend a use of your Bardic Inspiration increases by 1. At 14th level, you can choose to place the leftover card back on top of the deck, rather than the bottom.
Hole Cards
Also at 3rd level, when you finish a long rest, you can draw up to your maximum hand size from your arcane deck. Choose 1 of those cards and shuffle the remainder back into the deck. This card is called your hole card, and remains separate from your arcane deck and hand of fate.
The number of hole cards you keep when you finish a long rest increases when you reach certain levels in this class, becoming 2 cards at 6th level, and 3 cards at 14th.
When you roll a d20 to make an attack roll or ability check, you can choose to play a hole card and add its value to the total of the roll. You make this decision after you roll the d20, but before the GM says whether the roll succeeds or fails. Regardless of the value of the card, it can not exceed the maximum value of your Bardic Inspiration die. For example, if your Bardic Inspiration die is a d6, a 7 card or higher would be treated as a 6.
While in combat, you can choose to play hole cards as though they were a card from your hand of fate.
Royal Flush (Level 6)
Starting at 6th level, you have learned how to draw more magic from your arcane deck and influence those around you. You can use an action to play a jack, queen, or king card from your hand of fate or hole cards to cast the command spell from it at 1st, 2nd, or 3rd level, respectively, using your bard spell save DC and without expending a spell slot. Once you play a card in this way, you can not do so again with that card from any other suit until you finish a long rest.
In addition, the range of your Trick feature increases to 60 feet, instead of 30.
Ace (Level 14)
By 14th level, you are an expert at using cards to influence your fortune and succeed. Your feature becomes more powerful in the following ways:
An ace counts as a 10 for you, instead of a 1.
You can choose to combine cards of the same value, rather than suit, when playing them as part of your Fate Change or Trick features. When played as part of a Trick in this way, you choose which suit to use between all the ones played when determining the kind of Trick it is.
If you hit a target with a Club or Spade Trick, you can add your Charisma modifier to the total of the damage dealt by the attack. The Tricks total damage dealt still can not exceed your bard save DC.
You can use your Fate Change feature twice during combat, instead of once.
If you have an ace in your hand of fate or as a hole card, you can use your reaction to play it when you see a creature within 60 feet of you make an attack roll or ability check, expending a use of your Fate Change feature if you are in combat and replacing the targets d20 roll with either a 1 or 10 (your choice). You can choose to use this reaction after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails. If the creature is unwilling, it can make a Charisma saving throw against your bard save DC, ignoring the effect and using the original roll on a success.
College of Geishas
College of Geishas (Level 3)
A Brief History
Bards of the College of Geishas are those who perform dark deeds in the presence of many. Using their bodies to attract targets, and make performances through dance, their poison the drinks of those whom they intend to kill, and sneak away as a simple performer at the scene of the crime. Whether dancing in the public tea houses or the private rooms of the rich and powerful, these bards use their gifts to weave the narrative and take out those they are assigned.
Starting at 3rd level, a bard chooses their Bard College feature, shaping the way you cast spells and interact with those around you. When selecting your Bard College, you can add the following origin to your list of options.
Dance of the Moon
At 3rd level, your speed increases by 5 feet while you are not wearing armor or wielding a weapon with the heavy property.
This bonus increases when you reach certain bard levels, as shown in the Dance of the Moon table below.
| Level | Feet |
|---|---|
3rd | 5 ft. |
6th | 10 ft. |
14th | 15 ft. |
Additionally at 6th level, As a bonus action you can expend one use of your Bardic Inspiration to teleport up to your movement speed to an unoccupied space you can see. Once you use this feature, you can't do so again until you finish a long rest.
Bonus Proficiencies
When you join the College of Geishas at 3rd level, you gain proficiency with poisoner's kit.
If you're proficient with a simple weapon, you can use it as a spellcasting focus for your bard spells.
Dance of the Moon Plus (Level 6)
At 6th level, As a bonus action you can expend one use of your Bardic Inspiration to teleport up to your movement speed to an unoccupied space you can see. Once you use this feature, you can't do so again until you finish a long rest.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Seductive Poisoner (Level 6)
At 6th level, you can use a bonus action to apply poison to one of your weapons. Additionally, all weapon attacks with poison damage deal an additional 1d6 + Charisma modifier poison damage.
Dance of the Sun (Level 14)
Starting at 14th level, you can use soothing music to revitalize your wounded allies. During your turn, you can use your Song of Rest as a bonus action, allowing all allies that can hear you to roll a hit die, and healing for an additional 2d8 hit points. When you start a Song of Rest performance, if any creature that gains its benefit is currently paralyzed or poisoned, it can immediately make another saving throw against the effect that imposed the condition.
In addition, when a creature that gains the benefit of your Song of Rest performance makes an ability check or saving throw, it can add a 1d4 to the number rolled to the ability check or saving throw. Once it uses this 1d4 it can't do so again unless it gain the benefits of the dance of the again.
College of Glamour
College of Glamour (Level 3)
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Mantle of Majesty (Level 6)
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
Once you use this feature, you can't use it again until you finish a long rest.
Unbreakable Majesty (Level 14)
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
College of Glory
College of Glory (Level 3)
Bards are known for telling the tales and ballads that laud the heroic action of others. While most are satisfied with this role, others strive to be the hero themselves. Many brave bards have joined College of Glory for such a reason.
Valuing bravery and decisive action above all, members of College of Glory strive to emulate the heroes of legend. Augmented by their magic, Glory bards cultivate larger than life persona and hone their physical abilities to match.
Heroic Stature
You have decided to become the hero that other bards will sing of. Beginning at 3rd level, you gain the following benefits when you are not wearing armor or wielding a shield:
Your bravery protects you. Your Armor Class is equal to 10 + your Strength modifier + your Charisma modifier.
Your unarmed strikes deal bludgeoning damage equal to your bardic inspiration die + your Strength modifier.
When you make a Strength (Athletics) check or roll damage for an unarmed strike, you can expend a bardic inspiration and add it to the result of your roll.
Glorious Purpose
You have trained to overcome any obstacle that may stand in the path of your glorious legend. When you join this College at 3rd level, you gain proficiency in Athletics and you have advantage on saving throws to resist being frightened.
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Hero of Legend (Level 14)
You to take up the mantle of a legendary hero. Starting at 14th level, you can use a bonus action to take on a heroic form, gaining the following benefits for 1 minute:
You gain temporary hit points equal to your bard level.
You can take the Dash action as a bonus action so long as you end your movement closer to a hostile creature.
As a reaction when a creature targets you with a melee attack, you can make one attack against that creature.
Paragon of Glory (Level 14)
Your desire to become a true legend will never die. Beginning at 14th level, you are immune to the frightened condition, and whenever you make a death saving throw you can choose to expend a bardic inspiration and add it to your roll.
College of Glory
College of Glory (Level 3)
Bards are known for telling the tales and ballads that laud the heroic action of others. While most are satisfied with this role, others strive to be the hero themselves. Many brave bards have joined the College of Glory for such a reason.
Valuing bravery and decisive action above all, members of the College of Glory strive to emulate the heroes of legend. Augmented by their magic, Glory bards cultivate larger than life persona and hone their physical abilities to match.
Heroic Stature
You have decided to become the hero that other bards will sing of. Beginning at 3rd level, you gain the following benefits when you are not wearing armor or wielding a shield:
Your bravery protects you. Your Armor Class is equal to 10 + your Strength modifier + your Charisma modifier.
Your unarmed strikes deal bludgeoning damage equal to your bardic inspiration die + your Strength modifier.
When you make a Strength (Athletics) check or roll damage for an unarmed strike, you can expend a bardic inspiration and add it to the result of your roll.
Glorious Purpose
You have trained to overcome any obstacle that may stand in the path of your glorious legend. When you join this College at 3rd level, you gain proficiency in Athletics and you have advantage on saving throws to resist being frightened.
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Hero of Legend (Level 14)
You to take up the mantle of a legendary hero. Starting at 14th level, you can use a bonus action to take on a heroic form, gaining the following benefits for 1 minute:
You gain temporary hit points equal to your bard level.
You can take the Dash action as a bonus action so long as you end your movement closer to a hostile creature.
As a reaction when a creature targets you with a melee attack, you can make one attack against that creature.
Paragon of Glory (Level 14)
Your desire to become a true legend will never die. Beginning at 14th level, you are immune to the frightened condition, and whenever you make a death saving throw you can choose to expend a bardic inspiration and add it to your roll.
College of Going Into Debt Due to a Crippling Gambling Addiction
College of Going Into Debt Due to a Crippling Gambling Addiction (Level 3)
90% of gamblers quit just before hitting it big.
Buy-In
As an action you may expend a bard spell slot to gain a number of Bardic Inspiration uses equal to the spell slot's level.
You cannot use this feature if you currently have a number of Bardic Inspiration uses equal to or higher than your Charisma modifier.
The created uses of Bardic Inspiration vanish at the end of a long rest.
Highs and Lows
Whenever you use your Bardic Inspiration feature you may roll a d20 first.
If you roll a 12 or higher, you may grant one additional creature other than yourself within 60 feet of you a Bardic Inspiration die, with no additional cost to you.
On a roll of 11 or lower, you lose the expended use of Bardic Inspiration, without granting a Bardic Inspiration die.
Not a Fallacy if it Works, DAD! (Level 6)
Whenever you use your Bardic Inspiration feature and decide to roll the d20 for Highs and Lows, you may continue to expend uses of your Bardic Inspiration feature as a part of that bonus action until you roll a 12 or higher on the Highs and Lows d20 or run out of Bardic Inspiration uses.
All In (Level 6)
When you deal damage you may call 'Even' or 'Odd'. Then, you expend any number of your Bardic Inspiration uses and roll that many Bardic Inspiration dice.
If the sum of the dice rolled is of the parity you called, you deal additional psychic damage equal to the amount rolled. Otherwise, you take psychic damage equal to the amount rolled.
JACKPOT!!! (Level 14)
As a bonus action on your turn you may expend seven uses of your Bardic Inspiration and roll 2d6. On a result of 7 you regain all expended uses of your Bardic Inspiration and all of your expended spell slots.
College of Graffiti
College of Graffiti (Level 3)
To many, the College of Graffiti is a nuisance, a band of hooligans that vandalize the city with no regard for the law. But bards who learn to tag know that graffiti is the single greatest art form. Graffiti artists use the entire city as their canvas, placing murals of inspiration where everyone can see them and personal tags where few will notice. Theirs is a bold, creative endeavor that, while illegal, breathes vibrancy into the city and emboldens those within it.
Bonus Proficiencies
Starting when you choose this college at 3rd level, you gain proficiency with painter's supplies and in your choice of the Stealth or Sleight of Hand skill.
Street Art
Also at 3rd level, you learn the tag cantrip, which counts as a bard cantrip for you, but doesn't count against your number of cantrips known.
When you cast the tag cantrip, you can expend one use of your Bardic Inspiration to spray out a mural. For the next minute, you and all friendly creatures within 30 feet of the mural that can see it gain a +1 bonus to ability checks, attack rolls, and saving throws. You can use this ability again and expend more uses of Bardic Inspiration to expand this mural further, increasing the bonus by 1 each time, up to a maximum of +3.
Signature Mark (Level 6)
Starting at 6th level, you can paint a target on a creature's back. As a bonus action, you attempt to magically spray a signature mark directly onto a creature you can see within 5 feet of you. Make a melee spell attack roll against that creature. On a hit, the creature is marked. Once on each of your turns, when you hit a creature you have marked with a melee weapon attack, you can add 1d8 to the damage roll. Additionally, when a friendly creature makes an attack against a creature you have marked, you can use your reaction to grant advantage on the attack roll.
As an action, a creature can wash itself with soap or remove its armor or outermost clothing to remove its tag.
Kaleidoscopic Spray (Level 14)
Beginning at 14th level, as an action, you can let loose a flurry of magical paint, coating every surface. Each creature you choose in a 15-foot cone must make a Dexterity saving throw against your spell save DC or be blinded until the end of its next turn. Each creature in the area is marked by you, whether or not it succeeds its saving throw.
Once you use this ability, you can't use it again until you finish a short or long rest.
College of Grandmother's Tales
Bardic College of Grandmother's Tales (Level 3)
There are few evils so frightening as the wicked witch. Living in the woods, a swamp, or the top of a tower, she imprisons, robs, maims, or murders all who come near. Bards know the power of a good story, and those following the College of Grandmother's Tales use the horror of the wicked witch to their advantage. They draw upon the fears of growing old, mortality, the loss of agency, and the inability to trust those closest to you to terrify their foes.
Book of Tales
When you join the College of Grandmother's Tales at 3rd level, you receive a book of fairy tales, sheet music, or poetry that you can use as a spellcasting focus for your bard spells. If you lose this focus, you must write or purchase a new book.
Have a Bite
Also at 3rd level, you infuse your stories with tales of poisoned fruit given to fairy-tale royals. You learn the poison spray cantrip, which doesn't count against the number of bard cantrips you know.
Additionally, as an action, you can expend one use of your Bardic Inspiration, choose one creature within 30 feet of you that can hear you, and roll the Bardic Inspiration die. The target must make a Constitution saving throw against your spell save DC. On a failure, the target takes poison damage equal to the roll plus your Charisma modifier and is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes only half the damage and isn't poisoned.
At 5th level, a creature that fails its saving throw against this feature becomes poisoned and falls prone. At 10th level, a creature that fails its saving throw against this feature becomes poisoned and falls prone, and while poisoned in this way, the creature's speed is reduced to 0. At 15th level, a creature that fails its saving throw against this feature becomes poisoned and falls prone, and while poisoned in this way, the creature's speed is reduced to 0 and it is incapacitated.
Horrifying Performance
Also at 3rd level, you learn to tell quick, terrifying stories that make any creature seem nightmarish. As an action, you perform a short tale or song about a creature within 30 feet of you that you can see. Every creature of your choice that can hear you and is within 15 feet of the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of the target for 1 minute. A frightened creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. The creature has disadvantage on the saving throw to end the effect if it has taken damage from the target since the end of its last turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Granny's Here (Level 6)
When you reach 6th level, you can use your action to summon a spectral witch from a book of tales, sheet music, or another storytelling device. It uses the Ethereal Hag stat block and shares your proficiency bonus. The hag is friendly to you and your companions, seeing all of you as her grandchildren. She lives for 1 hour, until she is reduced to 0 hit points, or until you die.
In combat, the Ethereal Hag shares your initiative count, but takes her turn immediately after yours. She can move and use her reaction on her own, but the only action she takes on her turn is the Dodge action, unless you use a bonus action on your turn to command her to take another action. That action can be one in her stat block or some other action. If you are incapacitated, she can take any action of her choice, not just the Dodge action.
Once you summon an Ethereal Hag with this feature, you can't do so again until you finish a long rest.
Ethereal Hag
Poisonous Performance (Level 14)
By 14th level, your terrifying words sting. Your Horrifying Performance affects creatures of your choice that can hear you within 30 feet of the target.
If a creature fails its saving throw against your Horrifying Performance, you can immediately use Have a Bite against it as a reaction. The target has disadvantage on the saving throw against Have a Bite.
College of Gravitas
College of Gravitas (Level 3)
Bards belonging to the college of gravitas have great mastery in conveying intensity, majesty, and dignity through their performances. They sway audiences with their melodies, movements, and intonation, causing onlookers to become susceptible to their words and gravitational magic.
These bards, though often solemn in nature as their craft demands, work well with any companions they accrue. They use their allies' positions around them to act as spatial conduits for their spells, while simultaneously disabling or propelling nearby foes around them.
Expansive Chorus
Starting at 3rd level, you can cast a bard spell from the space of a creature that possesses one of your Bardic Inspiration dice. If a creature uses their Bardic Inspiration die, you can still cast a bard spell from their space until the end of your next turn. The creature must be within 60 feet of you and you must be able see the creature. You must otherwise obey all requirements for the spell, such as being able to see the spell's target or point of origin, in order to cast it.
Dignified Bearing
Also at 3rd level, you can weave a supernatural level of ceremony into what you say. If you speak to a creature that can understand you for at least 1 minute, the target must succeed on a Wisdom saving throw against your bard spell save DC or become susceptible to the gravity of your words, giving you advantage on Charisma (Persuasion) or Charisma (Intimidation) checks you make directed at the creature for up 10 minutes.
Once you use this feature you can't use it again until you finish your next short or long rest.
Center of Attraction (Level 6)
At 6th level, your skill in manipulating the direction of performances has been amplified by your arcane prowess. You can use a reaction when a creature starts its turn within 30 feet of you or an ally that possesses one of your Bardic Inspiration dice within 60 feet of you to shift gravity, forcing the creature to make a Strength saving throw against your bard spell save DC or move up to 20 feet either toward or away (your choice) from yourself or your ally in a straight line.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain any expended uses when you finish a long rest.
Solemnity (Level 14)
Upon reaching 14th level, you can use your mastery of dramatic performance to cause creatures to stand in awe at your grandeur. As a bonus action, you can expend a use of your Bardic Inspiration to don an aura of grave power for 1 minute. As part of this bonus action and as subsequent bonus actions while this effect is active, you can force a creature within 60 feet of you to make a Wisdom saving throw against your bard spell save DC or have its speed become 0 and be unable to attack until the end of its next turn.
Once you use this feature, you can't use it again until you finish your next short or long rest.
College of Hanabi
College of Hanabi (Level 3)
Since time immemorial, the College of Hanabi has produced the finest firework artisans. From craftspeople in workshops to conductors who orchestrate thousands of explosions in an intricate performance, bards from this college are celebrated throughout the Yokai Realms. They are more than simple artificers; they imbue each spark with a story, each explosion with emotion, and create an ephemeral tapestry of light and sound whose message moulds the mind of all who witness it.
Whether or not you attended the college itself or learnt the art from a backstreet alchemist is moot—you are an entertainer who uses bright colours and loud bangs as a medium. Perhaps you travelled with a carnival, bringing joy to a new town each evening. Maybe you are a fresh college graduate, seeking to conduct performances in the courts of the high and mighty. Or perhaps you were employed in the Silk Purse's quarries but turned mundane blasting operations into fantastical varicoloured displays, much to the chagrin of your foreman. Naysayers be damned, fireworks are a feast for the eyes, and besides, the explosions aren't that loud anymore. Maybe you should get that checked out...
Burgeoning Inventor
3rd-level College of Hanabi feature
Your forays into the art of firework creation have granted you the skills of a journeyman craftsperson and experience wielding projectile weapons. You gain proficiency with alchemist's supplies, one other set of artisan's tools of your choice, and all magitech firearms*. You can use a set of alchemist's supplies as a spellcasting focus for your bard spells.
In addition, when you make an ability check using a tool you have proficiency with, you can expend one use of Bardic Inspiration. Roll your Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
*See page 60
Pyrotechnics
3rd-level College of Hanabi feature
During a long rest, you can create a number of small, magical pyrotechnics equal to your Charisma modifier (minimum one). When you use one of the effects below, you expend one pyrotechnic. You can activate no more than one pyrotechnic per turn. Saving throws are always against your bard spell save DC.
- Kodama Candle
- Screaming Nue
- Raiju's Rupture
- Wanyudo Wheel
Firework Display (Level 6)
6th-level College of Hanabi feature
Your expertise with fireworks lets you craft moving stories capable of influencing people's emotions and outlook.
Over the course of 1 minute, you can use 10 gp of fireworks to create an enrapturing display of sporadic bright lights and noise audible for 1,000 feet. You must use your action each round to imbue the light and smoke with your bardic magic, causing an enthralling story to manifest; if you fail to do this, the display ends with no effect.
At the end of the display, you can choose a number of creatures that witnessed it equal to twice your Charisma modifier (minimum one). Each creature must succeed on a Wisdom saving throw against your bard spell save DC or be subject to the effect of the message with which you chose to imbue the display for the next 24 hours. Creatures that do not witness the whole display or that are immune to the charmed condition automatically succeed on this saving throw. Choose one of the following messages:
- Anger
- Fear
- Generosity
- Peace
Once you use this feature, you can't use it again until you finish a short or long rest.
Master of Illuminations (Level 14)
14th-level College of Hanabi feature
Your mastery of the art of hanabi can be seen in even your merest spark. Your Firework Display feature can affect up to three times as many creatures, and your Pyrotechnics are enhanced in the following ways:
- Kodama Candle
- Screaming Nue
- Raiju's Rupture
- Wanyudo Wheel
College of Harbingers
College of Harbingers (Level 3)
Bards of the College of Harbingers are disciples of the Storm Lord, an otherworldly entity that sails between the skies of countless worlds, consuming the souls of fallen heroes. To enter the ranks of these champions, it is typical for an applicant to anchor themselves to a high place during a storm and then throw themselves from the edge. Struck and battered against the mountain or tower, the winds and rain crash and cut at their skin for three days and nights, until finally the Lord shows its favor, strengthening body and soul. Studying the stories of the fallen champions this great beast claims, you learn to call upon the Lord's power to strike down your enemies and to free you from mortal concerns. The skies will tremble before your performance and your prowess shall become legend.
Rite of Passage
At 3rd level, you perform the harrowing spiritual journey required to gain the Storm Lord's favor, allowing the souls of ancient heroes to instruct you in combat and lore. You gain proficiency in martial weapons and in the History skill.
Black Sky Song
Also at 3rd level, you learn the hymn that calls a fraction of the attention of your Lord to your plane. As a bonus action, you can expend a use of your Bardic Inspiration to sing a grim song of pain and triumph. Hostile creatures within 10 feet of you must make a Charisma saving throw against your bard spell save DC. If they fail, they are afflicted with a feeling of horrible insignificance. The first time they are hit by an attack before the start of your next turn, they are knocked prone and take lightning damage equal to the number rolled on your Bardic Inspiration die.
Thunderstruck (Level 6)
Starting at 6th level, you are wreathed in graceful winds that accentuate your movements and strike down your enemies. You gain resistance to thunder and lightning damage. You are permanently under the effects of the feather fall spell, and your jumping height increases by a number of feet equal to twice your bard level. During your turn, you can choose to make a single jump that does not provoke opportunity attacks if the destination is within 10 feet of a hostile creature. Whenever you descend more than 10 feet during your turn, the first weapon attack you make before the end of your turn deals an extra 1d10 thunder damage and pushes the target 5 feet away from you.
The Unfallen Kingdom (Level 14)
At 14th level, your soul has ascended to touch the paradise that lies within the eye of the Storm Lord. You gain immunity to the frightened condition. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and gain advantage on all attack rolls, ability checks, and saving throws until the end of your next turn. At the start of your next turn, allied creatures within 30 feet of you can use their reaction to join you with a defiant war cry. If they do, they also gain these advantages until the end of their next turn.
You can't use this feature again until you finish a long rest.
College of Harmony
College of Harmony (Level 3)
Bards of the College of Harmony are masters of teamwork and bringing out the best in people. Often natural leaders, bards of this college sometimes favor coordinating the efforts of the party from a ranged position, while some choose to be on the front lines to inspire and encourage their allies.
Not only do their abilities allow them to increase the effectiveness of their comrades, but these bards can bind the group together in magical harmony, allowing each of them to bestow protection on one another and to share in the beneficial effects the bard can produce.
Harmonic Bond
You learn to link your allies with magical synergy to inspire themselves and each other to keep in the fight. When a creature that has a Bardic Inspiration die from you takes damage, it can roll the die and reduce the damage taken by an amount equal to that number plus your Charisma modifier.
Alternatively, a creature with a Bardic Inspiration die from you can use its reaction to grant this benefit to another creature within 30 feet of it, when that other creature takes damage.
Guided Initiative
You learn the guidance cantrip, which counts as a bard cantrip for you but doesn't count against your number of bard cantrips known. For you, it has a range of 30 feet.
Additionally, whenever you roll initiative, you can use your reaction to grant one creature other than yourself within 30 feet of you a 1d4 bonus to its initiative result.
Shared Spell (Level 6)
When you cast a spell that can only target one creature, and that does not have a range of self, you can instead target two creatures if one of them has a Bardic Inspiration die from you.
Harmonic Link (Level 14)
You can link your allies in perfect harmony, working effortlessly as a team to bolster each other's defenses. When a creature that has a Bardic Inspiration die from you is hit by an attack, it can spend its die to magically reach out to nearby allies. Each creature within 30 feet can use its reaction to grant the target a +2 bonus to the targeted creature's AC.
This effect is cumulative. For example, if two creatures use their reactions to grant this benefit, the creature gains a +4 bonus to its AC against the triggering attack.
College of High Speaker
College of High Speaker (Level 3)
Traditionally, the monarch of the kingdom chooses the High Speaker of the Minaret of the Speaker for lifelong service. The High Speaker's duty is to study the ancient scripts of the minaret that define its unique magic based on inflections of voice and use this knowledge to serve the kingdom. There are always a handful of apprentices who assist the High Speaker and train in the arts of word-magic. The High Speaker and the apprentices announce important information and call the city to action if needed. In times of war, the High Speaker organizes major movements and commands the Minaret of the Speaker that serves as a magical defense for the city
Accentuated Tone
Starting at 3rd level, you learn how to add weight to your voice-based spells. As a bonus action, you can expend one use of your Bardic Inspiration to force your target to make a saving throw against your spell with disadvantage if that spell requires your target to hear you.
Commanding Voice
Starting at 3rd level, you learn how to force your will on other creatures by the sheer force of your voice. As a bonus action, you can expend one use of your Bardic Inspiration to cast the command spell without expending a spell slot or material components. The command spell is added to the bard spell list when you learn more bard spells of your choice.
Universal Language (Level 6)
Starting at 6th level, you become able to converse with anyone alive or dead. You are constantly under the effect of a tongues spell and you can cast the speak with dead, speak with animals, speak with plants spells each a number of times per day equal to your Charisma modifier (minimum of once) without using spell slots or material components. Your spells that require your target to hear you can affect any creature type that has an Intelligence ability score of 3 or higher even if that creature is immune to being charmed or frightened.
Word of Creation (Level 14)
Starting at 14th level, you learn to voice the word that shaped the world. As a bonus action, you can cast the divine word spell without using a spell slot or material components. Once you use this feature, you cannot use it again until you finish a long rest.
College of Horror
College of Horror (Level 3)
Bards of College of Horror are remarkably different from all other colleges. They are not the wonderful, cheerful bards that people are used to, but rather they are somber, unsettling creatures. Their influence intimidates people rater than charming them. It's hard to describe a bard of College of Horror, but when one enters a tavern, the music stops, everyone nervously looks at the newcomer. While they enjoy collecting songs and war stories, they especially revel in the acquisition of scary tales, ghost stories and creepy ballads.
Scary Facade
When you join College of Horror at 3rd level, you gain a feature that is hard to look at, such as deformities or massive scars. You gain proficiency with Intimidation Checks.
As a bonus action, you can activate your scary facade, gaining advantage on all Charisma (Intimidation) checks and disadvantage on all Charisma (Persuasion) checks for one minute. You can use this feature a number of times equal to your Charisma modifier ( a minimum of once). You regain all expended uses when you finish a long rest.
Lingering Horror
Also at 3rd level, you learn how to infuse your arcane music with horror. When an ally that is holding on to one of your Bardic Inspiration dice, deals damage to a creature, they can expend the dice to force the creature to make a Wisdom saving throw against your spell save DC or be frightened of your ally for 1 minute. A frightened creature can repeat this save at the end of each of its turn, ending the effect on a success.
Dreadful Performance (Level 6)
At 6th level, you learn to become the center of attention using your supernatural ability to cause fear and anguish. As an action, you can initiate a creepy performance, which can be a particularly spooky story, a disgusting display of body horror, or simply an intimidating speech, which attracts the attention of everyone around you until the end of your next turn. Any number of creature you choose within 60 feet must succeed on a Wisdom saving throw against your spell save DC or become paralyzed and frightened for the duration of the display. If an affected creature takes damage before the end of the performance, it is no longer paralyzed (although it stays frightened). A creature that is already frightened has disadvantage on that save. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Once you've used this feature, you can't use it again until you finish a long rest.
Exploit Fear (Level 6)
Also at 6th level, you learn to use your opponent's dread. When a frightened creature within 60 feet of you makes a saving throw against a spell you cast, it must roll a d6 and subtract the number rolled from the saving throw.
Master of Terror (Level 14)
Starting at 14th level, you are the embodiment of fear. As part of using your Bardic Inspiration, you can force each creature of your choice that is within 120 feet of you and aware of your presence to make a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. you can use this ability a number of times equal to your Charisma modifier (minimum of once), you can't use it again until you complete a long rest.
College of Improv
College of Improv (Level 3)
The College of Improv trains bards to overcome hurdles and roll with twists, turning the audience and the tide of battle to their benefit with swift, assured action. Improvisational players value their personal craft as all bards do, but they are more willing than most to step aside or pivot in favor of a colleague's own spin on a situation. Play on your feet: this is their motto to live by.
Magical influence is a key prop such entertainers can use to keep the scene moving and the audience on their toes. Whether subtly changing the tempo of a situation or throwing their own voice behind the call of another, these bards add in ways large and small to every stage they step onto (and, of course, all the world is one). Their talents are adapted easily into an adventuring life, where victory can hinge on a swift reaction to an unexpected upset.
Collaborative Storytelling
While a creature holding one of your Bardic Inspiration dice can see and hear you or another creature you have inspired, it has advantage on Charisma (Deception), Charisma (Performance), and Charisma (Persuasion) checks.
No, But...
Your off-the-cuff performances can flip a potentially unsavoury situation in an instant. When an eligible creature within 60 feet of you who can hear you makes an ability check, attack roll, or saving throw, you can use your reaction to grant it a Bardic Inspiration die, which the creature can immediately add to its roll. You can decide to use this reaction before or after the DM says whether the roll succeeds or fails.
Yes, And... (Level 6)
You know how to bounce off of others and encourage their displays with complementary acts of your own. When a friendly creature that you can see or hear within 60 feet of you takes an action, you can use your reaction to make a single weapon attack or cast a spell. The spell's level must be no higher than your bard level divided by 3, up to a maximum of a 5th-level spell, and must have a casting time of 1 action.
You can use this feature a number of times equal to your Charisma modifier (a minimum of 0 times). You regain all expended uses when you complete a long rest.
Once More With Feeling (Level 14)
By shouting a magically charged command as an action, you can influence the world around you to end a scene and start something fresh. Creatures you choose within 90 feet that can see or hear you must make a new Dexterity check to determine their place in the initiative order. Friendly creatures with an original initiative of lower than your bard level can add your Charisma modifier (a minimum bonus of 1) to the new roll. The initiative order begins again, starting from the new highest initiative, immediately following your turn.
Once you have used this feature, you must complete a long rest before you can do so again.
College of Investigation
College of Investigation (Level 3)
Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long.
Bonus Proficiencies
When you join the College of Investigation at 3rd level, you gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth.
Quick Read
At 3rd level, your knowledge of underhanded tactics allows you to gain insight into your foes' strategies. As a bonus action, you can expend one use of Bardic Inspiration to make a Wisdom (Insight) check against one creature you can see within 30 feet contested by the creature's Charisma (Deception) check. Add the number you roll on the Bardic Inspiration die to the result of your check. You have disadvantage on this check if the target is not a humanoid, and the check automatically fails against creatures with an Intelligence score of 3 or lower. On a success, you gain one of the following benefits:
The target has disadvantage on attack rolls against you for 1 minute.
You have advantage on saving throws against the target's spells and magical effects for 1 minute.
You have advantage on attack rolls against the target for 1 minute.
Bardic Instinct (Level 6)
Starting at 6th level, you can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature's attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction.
Hot Pursuit (Level 14)
Starting at 14th level, when a creature fails a saving throw against one of your bard spells, you can designate it as your mark for 24 hours. You know the direction to your mark at all times unless it is within an antimagic field, it is protected by an effect that prevents scrying such as nondetection, or there is a barrier of lead at least 1 inch thick between you.
In addition, whenever your mark makes an attack roll, you can expend one use of Bardic Inspiration to subtract the number rolled from the mark's attack roll. Alternatively, whenever you make a saving throw against a spell or magical effect from your mark, you can expend one use of Bardic Inspiration to add the number rolled to your saving throw. You can choose to expend the Bardic Inspiration after the attack or saving throw is rolled but before the outcome is determined.
College of Jesters
College of Jesters (Level 3)
Consummate humorists, acrobats, and orators, bards of the College of Jesters can often be found in royal courts and livening up the local tavern. These bards specialize in truth through biting humor, rather than stories or sonnets, and compliment their razor wits with acrobatic stunts and other feats of showmanship. When among nobility, jesters offer off-kilter wisdom and fierce satire in equal measures. Among their peers, jesters make fine companions, as long as you can take a joke.
Raconteur
When you join this college at 3rd level, you learn the vicious mockery cantrip if you don't already know it. You can spend a use of your Bardic Inspiration when a creature fails a saving throw against vicious mockery to add a roll of the Bardic Inspiration die plus your Charisma modifier to the damage roll. If a creature fails its saving throw against vicious mockery by 5 or more, it also has disadvantage on the first saving throw it makes before the beginning of its next turn.
Advanced Tumbling
Also at 3rd level, you can move through the space of any creature by performing acrobatic bounds and flips. Once you have moved through a creature's space, that creature has disadvantage on opportunity attacks against you until the end of your turn.
Juggling (Level 6)
By 6th level, you are a renowned and daring juggler. You can use your bonus action to start juggling a number of thrown weapons up to twice your proficiency bonus. Once on each of your turns, when you take the Attack action to throw a weapon, move out of a creature's reach, or cast the vicious mockery cantrip, you can make one ranged weapon attack against a creature you can see using one of your juggled weapons.
Grand Finale (Level 14)
Starting at 14th level, you can perform a climactic stunt, conclude a stirring oration, or bring a song to a close with pizzazz. When you use this feature, you can take one additional action on top of your regular action and a possible bonus action. You can't use this feature on the first round of combat. Once you use this feature, you can't take actions or bonus actions on your following turn.
College of Journeys
College of Journeys (Level 3)
Many bards learn of the arcane arts and the skills of the world from books or teachers, but some learn their way about the world by making their way about the world, embarking on journeys like the heroes they tell tales of.
Bonus Proficiencies
At 3rd level, you gain proficiency with one tool out of either navigator's tools, land vehicles, or water vehicles. If you're already proficient with all of these tools, you gain a tool proficiency of your choice instead.
Also, your speed increases by 5 feet. When you reach 14th level, this bonus increases to 10 feet.
Traveler's Lore
At 3rd level, you have broadened your horizons and hastened your pace. You never have to reduce your own pace due to encumbrance or terrain while traveling, and if you spend your time while traveling playing an instrument instead of watching for danger, you grant other creatures traveling with you advantage on ability checks made to forage, navigate, or track others.
Also, when your Spellcasting feature lets you learn a bard spell of 1st level or higher, you can select the spell from the following list, 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.
| Spell Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th | |
7th |
Word of Recall for Arcane Casters
Some bards can learn the word of recall spell which is normally only available to clerics. The spell describes "a location, such as a temple, dedicated to or strongly linked to your deity." If you are not using divine magic, you must instead use a location that is a home to you, one of comfort and shelter.
Inspire Urgency
Also at 3rd level, you learn how to inspire your allies to feats of great speed, agility, and drive.
A creature that has a Bardic Inspiration die from you can use a bonus action on their turn to roll that die, Dash, and Disengage. The next time that creature hits with an attack before the end of that turn, the attack deals extra damage equal to the number rolled on the Bardic Inspiration die.
From Thither to Yonder (Level 6)
Starting at 6th level, you can use a bonus action on your turn to transport yourself or one willing creature within 30 feet of you that you can see. You teleport the target up to 30 feet to an unoccupied space that you can see, and the target can use its reaction to make an opportunity attack against a creature within its reach.
Also, when a willing creature you can see within 30 feet of you is hit with a melee weapon attack, you can use your reaction to teleport it up to 30 feet to an unoccupied space that you can see, forcing the attacker to reroll the attack and use the new result instead.
You can only use this feature up to a number of times equal to your Charisma modifier (minimum once). You regain all expended usages when you finish a long rest.
The Planar Shuffle (Level 14)
When you reach 14th level, you learn how to dance to a magical tune that teleports you around. 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 feature up to three times. You regain all expended uses when you finish a long rest.
College of Keys
College of Keys (Level 3)
Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms.
Bonus Proficiency
When you join the College of Keys at 3rd level, you gain proficiency with thieves' tools, if you don't already have it.
Key Change
Also at 3rd level, you learn to bend locks and traps with dashing style. If you have Expertise in one of your Charisma skills, you can use that skill instead of making a Dexterity check with your thieves' tools.
Timbre Illuminous
At 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice:
Purpose (lock, trap, surveillance, etc.)
Intricacy (singular, compound, or complex)
Nature (magical, mundane, or otherwise)
Approximate difficulty class (easy, hard, nearly impossible, etc.)
Elemental energies present (if any)
Additional imbed magical qualities (if any)
Cypheric Ostinato (Level 6)
Starting at 6th level, you learn to control vocal range and resonance of your voice to offset the magic or material mechanisms within security and surveillance spells.
When you use your action to disarm or dispel a trap, or when you make a saving throw to avoid the full effects of a trap or magical ward, you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.
Master Keynote (Level 14)
At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can expend one use of Bardic Inspiration to disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the Bardic Inspiration die.
Once you use this feature, you can't use it again until you finish a short or long rest.
College of Keys
College of Keys (Level 3)
Many say that it was a warden of House Kundarak that first mastered the techniques of the College of Keys, singing a song so beautiful that the locks of Dreadhold opened and closed with harmonious rhythm. Whatever the truth, the techniques of the College of Keys are a boon to anyone who faces locks and traps on a regular basis. Many masters of this path can be found in House Kundarak, but the elves of House Phiarlan orchestrate the Timbre Illuminous, and spies and thieves alike yearn to strike the Master Keynote. It is an uncommon path, and one that is very difficult to master, but riches await those who unravel its mysteries.
Bonus Proficiency
When you join the College of Keys at 3rd level, you gain proficiency with thieves' tools, if you don't already have it.
Key Change
Also at 3rd level, you learn to bend locks and traps with dashing style. If you have Expertise in one of your Charisma skills, you can use that skill instead of making a Dexterity check with your thieves' tools.
Timbre Illuminous
At 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice:
Purpose (lock, trap, surveillance, etc.)
Intricacy (singular, compound, or complex)
Nature (magical, mundane, or otherwise)
Approximate difficulty class (easy, hard, nearly impossible, etc.)
Elemental energies present (if any)
Additional embedded magical qualities (if any)
Cypheric Ostinato (Level 6)
Starting at 6th level, you learn to control vocal range and resonance of your voice to offset the magic or material mechanisms within security and surveillance spells.
When you use your action to disarm or dispel a trap, or when you make a saving throw to avoid the full effects of a trap or magical ward, you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.
Master Keynote (Level 14)
At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can expend one use of Bardic Inspiration to disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the Bardic Inspiration die.
Once you use this feature, you can't use it again until you finish a short or long rest.
College of Legends
College of Legends (Level 3)
Bards of the College of Legends study the great epics of the past and the legendary figures whose mighty deeds were immortalized within them. To these bards, however, the true legends are their predecessors who composed such works while living out the adventures side by side with the heroes. Members of this college look to claim their place in history by penning their own magnificent story. To this end, they seek out worthy companions to join on adventures. If they find no one they deem suitable for the part of main hero, these bards are more than willing and capable of filling that role themselves.
Enduring Inspiration
When you join the College of Legends at 3rd level, your ability to dramatically embellish the efforts of others fills them with a powerful inspiration that lasts longer than before.
After a creature uses or loses a Bardic Inspiration die from you, that creature gains one Enduring Inspiration die, a d4. This die has the same uses and restrictions as your Bardic Inspiration die. A creature can have one of each, but cannot use both to modify the same roll.
Epopee
At 3rd level, you begin crafting your own masterpiece for the ages, adding to it over time as you live out your adventures. Choose one creature or yourself to be the focus of your story. Only one creature can be the focus of your story at a time, and you can change the focus of your story at the end of a long rest.
When the focus of your story rolls a Bardic Inspiration die from you, they can choose to gain temporary hit points equal to the result, or to reroll the Bardic Inspiration die and use either result.
While you are the focus of your own story, you gain one Enduring Inspiration die whenever you expend a use of Bardic Inspiration. You can choose to expend a use of Bardic Inspiration solely to gain this benefit.
Share the Spotlight (Level 6)
Starting at 6th level, you know that every character is important to your story, and they will all have their moment to shine.
As an action, you can choose one creature that is within 60 feet of you that can hear you and is not the focus of your story. That creature gains one Bardic Inspiration die. If you choose yourself, you gain one Enduring Inspiration die instead. The chosen creature also becomes the focus of your story until the end of your next turn, at which point you can choose to keep it as the focus of your story or return the focus to the previous creature. Once you use this feature, you can't use it again until you finish a long rest.
Campfire Tales
Also at 6th level, whenever you perform your Song of Rest, you may regale your listeners with an epic story. Choose one of the tales below. Any creature that receives the extra healing from your Song of Rest class feature also receives the listed benefit until it finishes a long rest or until it receives another benefit from this feature.
Tale of Distant Lands
Your speed increases by 5 feet.
Tale of Enduring Hardship
While you have 5 or less levels of exhaustion, you can treat your exhaustion level as though it were a level lower.
Tale of Forbidden Love
You can roll an additional healing die from this Song of Rest.
Tale of Glorious Victory
You can roll a d4 and add the result to your next initiative roll.
Plot Armor (Level 14)
At 14th level, the magic you weave into the telling of your story is enough to help keep its heroes alive.
When a creature uses a Bardic or Enduring Inspiration die from you to modify a death saving throw it makes and succeeds, it counts as two successes. If the result of the modified roll was 20 or greater, you can treat the d20 roll as a 20. Once a creature is considered to have rolled a 20 in this way, it can't gain that benefit from this feature again until after a long rest.
Also, when the focus of your story is reduced to 0 hit points, it gains one Enduring Inspiration die, if it doesn't already have one. Once a creature gains an Enduring Inspiration die from you in this way, it can't do so again until after a long rest.
Furthermore, your Enduring Inspiration die becomes a d6.
College of Lofi Beats to Study/Relax To
College of Lofi Beats to Study/Relax To (Level 3)
Many bards pride themselves on peppy music that inspires dancing and singing along. Bards of the College of Lofi Beats to Relax/Study To recognize that sometimes, you need to calm it down. When one of these bards is around, you know that we're just vibin' here.
Good Vibes Only
Your beats are chill, and it helps your allies focus and stay in the moment. When you are performing, anyone who is copying a spell into their spellbook can do so twice as fast as they normally can, as you're heling them study/relax.
In addition, your very presence brings a calming atmosphere. All allies within 30 feet of you, including yourself, have advantage on Constitution checks to maintain concentration on a spell they are casting.
Hey, can you just chill? (Level 6)
At 6th level, your enemies also begin to feel the pure chill. You can use your music to calm someone who's just going too hard. When an enemy uses their reaction, you, using your reaction, can force them to make a Wisdom saving throw against your spell save DC. On a fail, your beats nullify their reaction and prevent it from making any reactions (including this one) due to its relaxed state of mind. It repeats this saving throw at the end of each of their turns.
If the enemy fails this saving throw by 5 or more, they must make another Wisdom saving throw against your spell save DC. If they fail again, they fall asleep, as if effected by sleep spell, provided they can fall asleep.
Slowed + Reverb (Level 14)
At 14th level, you've become the embodiment of relaxation. Whenever you hear a song performed, you are able to perfectly replicate it, but only as slowed down version and with heavy magical reverb.
In addition, as an action, you can perform a song that is just so relaxing that your enemies have to give in to the chill. All enemies within 60 feet that can hear you must make a Wisdom saving throw against your spell save DC. On a fail, for the next minute, they can no longer add their ability score modifier to any attack they make.
College of Lore
College of Lore (Level 3)
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Additional Magical Secrets (Level 6)
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Peerless Skill (Level 14)
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
College of Masks
College of Masks (Level 3)
Masking—the practice of using masks to play a variety of characters in a solo performance—is among the most ancient artistic traditions of the Yokai Realms. Conjuring masks to transform their persona, bards of this college bring tales of fallen heroes, nefarious villains, and epic confrontations to life. Whether on stage or in the heat of battle, such bards perform as a whirling kaleidoscope of character, emotion, and magic, shifting between personas of solitude, war, beauty, and hope.
Some bards of this college see their masks as extensions of their true self, a magnification of their power in a specific direction. Others give themselves completely to the transformation, adopting totally fresh outlooks, personas, and even voices depending on the mask they wear. In either case, each mask grants its own special magic, and with the power to switch between them at will, bards of the College of Masks have the tools and talents to seize command of any situation.
Nogaku Conjuration
3rd-level College of Masks feature
You have the power to conjure magical masks. As a bonus action, you can conjure one mask of your choice from the options below. It appears on your face or levitates in the air around you, and it lasts for 1 minute or until you use a bonus action to dismiss it or conjure another one.
While conjured, your mask grants you advantage on Performance checks, and you can use it as a spellcasting focus for your bard spells. The type of mask you conjure also grants an additional benefit:
- Mask of Beauty
- Mask of Hope
- Mask of Solitude
- Mask of War
You can create a mask in this way a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest. If you have no uses of this feature remaining, you can create a mask by expending one use of your Bardic Inspiration.
Inspiring Performance
3rd-level College of Masks feature
You learn to empower others through the art of performance. If you perform for at least 10 minutes, you can choose a number of creatures up to your Charisma modifier (minimum of 1) who witnessed your performance. Each creature gains temporary hit points equal to your Charisma modifier + your proficiency bonus (minimum 1 temporary hit point) and has advantage on its next initiative roll before it finishes a long rest. Once you inspire a creature in this way, that creature can't benefit from this feature again until it finishes a long rest.
Stagecraft (Level 6)
6th-level College of Masks feature
Your mastery of illusions and trickery grants you the power to move yourself and others through space. While you are on the ground or a surface that can support you, you can use a bonus action to target one creature that is no more than one size larger than you within 60 feet of you. That target must succeed on a Charisma saving throw against your bard spell save DC or you both teleport, swapping places. A creature can choose to fail this saving throw.
You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
Grandiose Transformation (Level 14)
14th-level College of Masks feature
Your mastery of performance and magic enhances your masks with incredible power. You gain additional benefits depending on the mask you currently have conjured:
- Mask of Beauty
- Mask of Hope
- Mask of Solitude
- Mask of War
College of Masks
College of Masks (Level 3)
Bards in the College of Masks (the masters of masks, as they have come to be called) are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. Bards who join in this college come to believe that all life is performed, rather than lived, and that to become an actor in this Great Play requires that one merely put on the metaphorical mask of another. To engage in this great stage drama, a master of masks carries with him a number of masks, each a potent magical artifact of a specific archetypal character or creature to allow them to better enter those roles.
Bonus Proficiencies
When you join the College of Masks at 3rd level, you gain proficiency in the Performance skill.
Persona Masks
Also at 3rd level, you learn to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that archetypal character. You gain two Persona Masks of your choice. You gain an additional mask at 6th level (3 masks) and another one at 14th level (4 masks). You can exchange a mask you have for another mask whenever you gain a level in this class. If one of your masks is lost or stolen, you can remake the mask with 8 hours of work and 100 gp in materials.
You can put on a mask or switch masks as a bonus action. Only you can gain the effects of your Persona Masks.
Beginning at 6th level, some of your persona masks improve and gain additional abilities.
Masks
The following masks are listed alphabetically.
Angel
An alluring, serene face gazes out of this mask of flawless alabaster. When you hit a creature with a melee weapon attack, you can expend a use of your Bardic Inspiration to deal additional radiant damage to the target equal to the number you roll on the Bardic Inspiration die plus your Charisma modifier.
Archmage
This clay mask bears exaggerated wrinkles and the scowl of a cantankerous old man. You know the fire bolt cantrip, as well as the spells shown on the table below. As you gain higher levels in this class, you know additional spells while wearing the mask. These spells count as bard spells for you, but don't count against the total number of spells you know.
| Bard Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Devil
This obsidian mask grins with the fangs and horns of a handsome fiend. As a reaction, when you take damage from a creature you can see within 5 feet of you, you can expend one use of your Bardic Inspiration to deal fire damage equal to two rolls of your Bardic Inspiration die to the creature.
Dragon
Painted cloth forms the scales, horns, eyes, flowing whiskers, and teeth of a multihued dragon's head. While you wear this mask, you can use your action and expend one use of your Bardic Inspiration to exhale destructive energy. Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
Faceless
Two perfectly round eyeholes stare out of this otherwise featureless porcelain mask. While you wear this mask, you can cast the spell disguise self without expending a spell slot or material components.
Fool
This porcelain mask of a grinning jester is adorned with bells, ribbons, and vibrant checkerboard paints. While you wear this mask, your walking speed increases by 10 feet. Additionally, you can take the Disengage action as a bonus action.
Improvement. Beginning at 6th level, you can take the Dash action as a bonus action.
Gladiator
This grim metal helm, pockmarked and scratched, conceals the entire face. While you wear this mask, you have proficiency with martial weapons and shields.
Improvement. Beginning at 6th level, you can add your Charisma modifier to your melee weapon damage rolls.
High Priest
In lieu of a face, this bronze mask bears the image of a holy symbol, with the barest of slits to see out of. You know the sacred flame cantrip, as well as the spells shown on the table below. As you gain higher levels in this class, you know additional spells while wearing the mask. These spells count as bard spells for you, but don't count against the total number of spells you know.
| Bard Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Lord
This gleaming silver mask bears a golden, jeweled diadem instead of eyes. When a creature rolls one of your Bardic Inspiration dice and rolls a 1 while you wear this mask, it can reroll the die and must use the new roll.
Improvement. Starting at 6th level, the creature can reroll the Bardic Inspiration die when it rolls a 1 or 2, and must use the new roll.
Spririt
This white fabric mask conceals the face as a funeral shroud, with two gold coins sewn over the eyes. You become invisible if you do not speak, move, or take any actions for 1 minute. You remain invisible for up to 10 minutes or until you remove this mask, take damage, make an attack, or cast a spell. While invisible, you can become half visible as a ghostly image or return to invisibility as a bonus action.
Improvement. Starting at 6th level, while invisible, you levitate an inch above the ground, allowing you to ignore difficult terrain and make no noise while moving.
Hidden Persona (Level 6)
By 6th level, you wear the masks of others wherever you go, even when others can't see it. You can use your bonus action to cause a mask you are wearing to become invisible or return to visibility.
Master of Many Faces (Level 14)
At 14th level, you have become a master of assuming the archetypes contained within the masks. You can wear two masks simultaneously, gaining the benefits of each.
College of Masks
College of Masks (Level 3)
Bards in the College of Masks, known as Masters of Masks by other bards, are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. Bards in this college believe that all life is performed, rather than lived, and that to become an actor in this Great Play requires that one merely puts on the metaphorical mask of another. Because each person wears a mask every day, a Master of Masks carries with him a number of masks, each a potent magical artifact of a specific archetypical character or creature to allow them to better enter those roles.
Bonus Proficiencies
When you join the College of Masks at 3rd level, you gain proficiency in Deception and Performance. If you are already proficient in one of these skills you can choose instead another skill proficiency from among those bards can choose at 1st level.
Persona Masks
At 3rd level, you learn to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that archetypical character. You begin with two persona masks of your choice. You can only use masks created by yourself and no one else (even another Master of Masks) can benefit from a persona mask you create. You can switch masks as a bonus action.
You can create two additional masks at 6th level, and one more at 14th level.
Hidden Mask (Level 6)
By 6th level you wear a mask, even when others cannot see it. You can use your bonus action to cause a mask you wear become invisible, or return an invisible mask to visibility.
Master of Many Masks (Level 14)
At 14th level, you are a master of assuming the archetypes contained within the masks. You can wear two masks simultaneously, gaining the benefits of each.
College of Masks
College of Masks (Level 3)
When you choose this college at 3rd level, you learn songs that are fueled by bardic inspiration dice.
Enchanted Masks
You gain the ability to enchant masks you craft into objects of your benefit, choose one mask for this level to gain its benefits
The Sickly Mask
You can spend an inspiration die and use your Action to attempt to poison a creature, they must make a constitiution save DC against your spell casting or take d10 poison damage
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants an extra d8 necrotic damage
The Magical Mask
You can spend an inspiration die and use your Action to hurl animated objects at a creature, or object. It takes d8 blugeoning damage and must make a strength save agianst your spell DC or be knocked prone
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants an extra d8 blugeoning damage and adds 1 to the DC
The Festive Mask
You can spend an inspiration die and use your Action to attempt to charm a creature, they must make a charisma saving throw against your spell DC
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die lets you charm an additional target.
The Rage Mask
You can spend an inspiration die and use your bonus action to make an attack.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die deals damage equal to the dice roll of your weapons damage type.
Bard Inspiration Dice
You use your Enchanted Masks at the cost of your Bardic Inspiration dice. An inspiration die is expended when you use it for a transformation or for the use of your Bardic Inspiration ability. The number of Bardic Inspiration dice you get, their size, as well as when you replenish them follow the same rules for the Bard Class as mentioned in the Player's Handbook.
Saving Throws
Any spells that require your target to make a saving throw to resist the song's effects. The saving throw DC your bard Spell save DC unless otherwise mentioned.
Bonus Proficiencies (Level 3)
When you join the College of Masks at 3rd level, you gain proficiency in the Slight of Hand and Deception skills.
Enchanted Masks (Level 6)
You learn to further enhance your masks in order to aid you, choose one mask for this level to gain its benefits
The Plague Mask
You can spend an inspiration die and use your Action to attempt to subdue a creature, they must make a constitiution save DC against your spell casting or gaina a level of exhaustion. They may repeat the save at the end of each of their turns.
The Ritual Mask
When you hit a creature with a spell, you can you use your bonus action to expend one inspiration die to double the spells effect, this cannot be done on concentration spells.
The Celebratory Mask
When you hit a creature with a spell you can you use your bonus action to expend one inspiration die; they must make a charasima save against your spell DC, if they fail they must skip their next turn to dance.
The Fierce Mask
When you hit a creature with a weapon attack you can you use your bonus action to expend one inspiration die; they must make a charasima save against your spell DC, if they fail they are frigtened of you.
Enchanted Masks (Level 10)
You've mastered your craft and can take a final enhancement from your craft, choose one mask for this level to gain its benefits
The Deathly Mask
When you hit a creature with a weapon attack you can you use your bonus action to expend one inspiration die; they must make a constituition save against your spell DC, if they fail they become unconcious until the end of their next turn.
The Casters Mask
When you hit a creature with a spell attack you can you use your bonus action to expend two inspiration die; your spell affects are tripled, this does not work with concentration spells.
The Carnival Mask
When you hit a creature with a spell attack you can you use your bonus action to expend two inspiration die; all creatures within 10 ft of the creature must make a wisdom save against your spell DC, if they fail they are stunned until the end of their next turn.
The Warriors Mask
When you hit a creature with a weapon attack you can you use your bonus action to expend three inspiration die; you gain 1 use of action surge. This may only be used once per day.
Sickening Morph (Level 14)
At level 14, . The maximum number of uses of bardic inspiration that you can regain this way is equal to your charisma modifier. You regain the use of this ability when you finish a long rest.
College of Mercantile
College of Mercantile (Level 3)
Bards of the College of Mercantile are well versed in the artistry of cutting deals and enemies alike in order to come out ahead. Talented merchants, smugglers, and tradesmen alike all learn from this college in some form or another, using both silvered words and sharp cunning to inspire their allies and subvert competition. These calculated risk-takers travel the world to make their mark—and their fortune—by navigating treacherous landscapes, economies, and people. With even just a copper to their name, these bards are always worth their weight in gold.
Coin Flip
Starting when you join the College of Mercantile at 3rd level, a creature that uses a Bardic Inspiration die from you can choose to forgo rolling the die to flip a coin instead. If it's heads, the creature treats the Bardic Inspiration die as if it rolled its maximum number. If it's tails, the GM takes the Bardic Inspiration die and can use it when another creature of the GM's choice makes an ability check, attack roll, or saving throw instead. The GM can have multiple Bardic Inspiration dice at a time in this way, but can still only add one of them to a roll at a time. When you finish a long rest, the GM loses any of these taken Bardic Inspiration dice.
Magic Coin
Also at 3rd level, you know that coins can be just as powerful as the most enthralling rhetoric. Whereas other bards may use words and song as their means for conjuring spells, you instead use a simple coin. You can use any coin worth at least 1 cp as a spellcasting focus for your bard spells.
In addition, you can use an action to magically fling a coin from your hand at a target within 60 feet of you. Make a ranged spell attack with the coin, using your Charisma modifier for the attack roll. On a hit, the target takes 1 bludgeoning damage plus 1d12 thunder damage. Immediately after the attack, the coin returns to your hand. If you roll a 20 on the attack roll against a hostile creature using a nonmagical copper, silver, electrum, or gold piece, the coin is magically duplicated when it returns to your hand. The new coin can appear in your hand, at your feet, or in a coin pouch on your person (your choice).
The coin's thunder damage increases by 1d12 when you reach 6th level (2d12) and 14th level (3d12).
Money Talks (Level 6)
By 6th level, you've learned how to briefly enchant a coin with divination magic. You can enchant a mundane copper, silver, electrum, gold, or platinum piece that you're holding in this way using an action. A creature holding the coin that knows at least one language can understand the meaning of any word you speak, and when it speaks, you understand what it says. In addition, you have advantage on the first Charisma (Persuasion) check you make when negotiating the value of a good or service with a creature that's holding or carrying the enchanted coin.
Alternatively, you can use an action to see and hear through the enchanted coin until the start of your next turn as if you were in the coin's space. During this time, you are deaf and blind with regard to your own senses.
The coin remains enchanted for 10 minutes or until you end the effect early (no action required). You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Shrewd Consumer (Level 14)
Starting at 14th level, whenever you cast a spell that consumes a material component, drink a potion, or use a spell scroll that's worth no more than 500 gp, there is a 50|50 percent chance that the component, potion, or scroll isn't consumed. In addition, you can use a bonus action to take the Use an Object action or drink a potion.
College of Metal
College of Metal (Level 3)
A strange breed of Bards the members of the College of Metal are known for their love of loud music and raucous, near-violent parties which often involve a strange form of dance-combat; a style copied by their more enthusiastic fans.
Such bards are able to strike hard against their foes, be it with their weapons or their music, empower their allies and perform a variety of different styles of their signature musical genre.
Bonus Proficiencies
When you join the College of Metal at 3rd level, you gain proficiency with martial weapons and heavy armor.
Sound Wave
At 3rd level you learn to channel arcane power through your song; be it a chord, riff, melody or lyric. As an action you can expend a use of your bardic inspiration to create a tremendous wave of power through your music. Each creature within 15 ft. of you must make a Constitution saving throw against your spell save DC or take thunder damage equal to your bardic inspiration die plus your bard level, and be pushed 10 feet away from you. On a successful save the creature takes half as much damage, and isn't pushed.
A creature that is deafened or otherwise can't hear you takes no damage but still makes the save against being pushed.
Amplified Inspiration (Level 6)
Starting at 6th level your music has become amplified via arcane means to inspire your allies to the core. A creature that uses one of your bardic inspiration dice may, before rolling, choose to use your Charisma modifier (minimum of 1) instead of rolling.
Metalhead (Level 14)
Starting at 14th level your grasp of metal has expanded immensely, and you can channel several different powers with your music. As an action you may begin a performance that grants one of the following effects of your choice:
Death
During this performance you can command a number of small or medium corpses, within 30 feet of you, up to your Charisma modifier (minimum of 1) to rise and become zombies or skeletons (your choice). The creatures are under your control until the performance ends, at which point they become dead once again.
While they are within 30 feet of you, you can issue a command to them on your turn as a part of the bonus action made to maintain your performance. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.
If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
Doom
During this performance you loudly pronounce the end of your enemies through your music. Choose a number of creatures up to your Charisma modifier (minimum of 1) that're within 30 feet of you; these creatures must make a Wisdom saving throw or have disadvantage on all ability checks, attack rolls and saving throws they make until the performance ends.
Folk
During this performance your music enthralls all those who hear it. Each creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC, with advantage if you are currently fighting them, or they become charmed by you until your performance ends or until you or your companions do anything harmful to it. When the performance ends, the creatures know they were charmed by you.
Light
During this performance you play an electrifying solo, your hands alight with magical fire. Each creature of your choice within 30 feet that can see you must make a Constitution saving throw or be blinded until the performance ends.
Power
During this performance you inspire your allies with the power of your music. Choose a number of creatures up to your Charisma modifier (minimum of 1) that are within 30 feet of you. The chosen creatures may add your Charisma modifier (minimum of 1) to one ability check, attack roll, damage roll or saving throw on their turn.
Speed
During this performance your rhythmic melodies synchronise the movement of your allies and yourself, enabling you to cover more ground than before. Your speed is doubled. Additionally any ally that starts its turn within 30 feet of you has their speed doubled until the end of that turn.
Unless otherwise stated your performance and its effects last up to 1 minute, and you must use your bonus action on each turn to maintain your performance. If you take damage during your performance you must make a Constitution saving throw, as if concentrating on a spell; on a failure the performance and all of its effects end immediately. If a creature succeeds a saving throw against your performance it can't be affected by that type of performance for 24 hours. A creature that is deafened or otherwise can't hear you is unaffected by your performance.
You regain the use of this feature when you finish a long rest.
College of Metal
College of Metal (Level 3)
They say those who follow the College of Metal follow a dark and fiendish path. They are mistaken. For the College of Metal is one that channels the power of one's loudest emotions to their ends. With their high tempo and thunderous music they fire up their allies and devastate enemies. Through their techniques these musical warriors turn sound into their weapon.
Percussive Attacker
At 3rd level, you learn the booming blade cantrip. This cantrip is a bard spell for you.
When creatures add your Bardic Inspiration die to an attack roll the attack deals bonus thunder damage equal to the roll on the Bardic Inspiration die.
Bonus Proficiencies
At 3rd level, you gain proficiency with medium armor, shields, and martial weapons if you do not already have it.
Amplified Shout (Level 6)
Starting at 6th level, when you deal thunder damage you can use your bonus action to sing out a phrase from a song or belt out a series of notes on your instrument. Creatures you choose within 10 feet of you must make a Constitution save. Targets take 6d6 thunder damage on a failed save, or half as much damage on a successful one. You can also choose a number of creatures other than yourself in the area up to your Charisma modifier (minimum 1) to give Bardic Inspiration die to, expending a use of Bardic Inspiration per creature. Once you use this feature you can't use it again until you finish a long rest.
Battle Magic (Level 14)
At 14th level, when you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.
College of Metronomes
College of Metronomes (Level 3)
Bards of the College of Metronomes often value technical mastery over impassioned performance. Experts in the theory and craft behind music, their songs assert harmony in the face of dissonance, able to orchestrate even the chaos of battle into a perfect cadence.
Adagio/Allegro
3rd-level College of Metronomes feature
Whenever combat starts and you aren't surprised, you can expend a use of your Bardic Inspiration to add or subtract your Charisma modifier from one creature's initiative roll (unwilling creatures can make a Wisdom saving throw against your spell save DC to avoid this).
A Piacere
3rd-level College of Metronomes feature
You can use your bonus action to tie a creature of your choice within 30 feet of you to your music's rhythm, increasing its speed by 10 feet until your next turn ends.
Additionally, you can expend a use of your Bardic Inspiration as part of using this feature. When you do so, the affected creature also gains the effects of the kinetic jaunt spell for 1 minute.
Da Capo al Fine (Level 6)
6th-level College of Metronomes feature
Your music inspires perfectionist zeal, turning failure into success through sheer rote repetition. Each creature under the effect of your Countercharm can use its reaction to expend a Hit Die and reroll one ability check, saving throw, or attack roll. The creature makes this decision after seeing whether its roll succeeds or fails.
Additionally, as part of using your Countercharm feature, you can expend a spell slot or a use of your Bardic Inspiration to change its duration to 1 minute.
Largo/Presto (Level 14)
14th-level College of Metronomes feature
When you use your Countercharm feature, or as an action on subsequent turns while it is active, you can also cause it to perform one of the following effects, which lasts until the end of your next turn:
You and each friendly creature within its range gain the effects of the haste spell (recipients do not experience lethargy once the effects end).
Each hostile creature within its range must succeed on a Wisdom saving throw against your spell save DC or be inflicted with the effects of the slow spell.
You can use this feature a number of times equal to half your bard level, and you regain all expended uses when you finish a long rest.
College of Mime
College of Mime (Level 3)
Bards of this college are actors and performers, focused upon empowering their spells with their own mischievous, deceptive skill. Members of this college are twisted harlequins: even the most powerful bards known to have studied it were said to use their creations for pranks, creating luxurious invisible charis before dismissing the effect and watching their compatriots fall about on the floor, or mimicking their allies' mishaps with an unsettling precision.
Members of this college focus on bedazzling and befuddling their foes with their powerful enchantments and charms. It's all smoke and mirrors, so the rumour goes: the devastating jinxes of the College of Mime are entirely manifest in their victims' imagination. Whether or not that rumor is true, their combative potency is more than real enough. They play foes like fools.
Silent
When you choose this college at 3rd level, you learn to show, not tell. When you cast a bard spell with a verbal component, you can replace that component with a somatic component instead. Additionally, a creature may benefit from your Bardic Inspiration if it can see you, even if it can't hear you.
Copycat
Beginning at 3rd level, you begin to excel at mimicry and costuming. You gain proficiency with the Disguise Kit, and you can spend 1 hour observing a creature. If you do so, you can perfectly imitate their physical mannerisms.
Additionally, when you see a creature make an ability check, you can use your reaction to memorize their movements. The next time you make an ability check using the same skill within the next hour, you can replace your total result with the creature's total.
Once you use this ability, you can't use it again until you finish a long rest.
Magical Hoodwink
At 3rd level, your thespian skill lets you convince, con, charm, and confuse your foes with ease. As a reaction when you see a creature within 60 feet of you make a successful Intelligence, Wisdom, or Charisma saving throw, you can expend two uses of your Bardic Inspiration at once, rolling both dice. You deal psychic damage to the target equal to the highest number rolled, and you reduce the target's saving throw result by the lowest number rolled, potentially causing the attempt to fail.
Mental Conjuration (Level 6)
At 6th level, your performance has become so perfect that when you simply pretend to interact with an object, you can make it real.
By gesturing as if a certain object exists over the course of 1 minute, you can create a nonliving object of vegetable matter within 5 feet of you: food, rope, lumber, furniture, or similar. The created object must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. An object created in this way is invisible and vanishes after 1 hour or if you dismiss it as a bonus action.
You may use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
Spell Ventriloquy (Level 14)
Beginning at 14th level, whenever you cast a spell that doesn't have a range of self, you can choose a point within 30 feet of you. The spell's effects originate from that point, and its range is calculated accordingly.
Additionally, if the point you choose is occupied by a creature, you can make a Deception check as part of casting the spell, contested by an observer's Perception check. Each creature that saw the spell and failed the contest doesn't see you cast the spell, and sees that the spell's visible effects appear to originate directly from that creature.
College of Mirrors
College of Mirrors (Level 3)
Members of the College of Mirrors are a hardy lot. They function in a much more militaristic fashion than some of the other colleges, popular amongst warlords and generals as a top notch source of front line defense against those of the mage persuasion. While they stand shoulder to shoulder with Eldritch Knights and Abjurers in that regard, there is an unmistakable sense of style and grandeur that they employ.
Their shields blink flawlessly in the noon sun, with their armored forms providing healing, support, and defense in equal measure. You can find them often employed as mercenaries, or on daring missions to destroy or subdue powerful archmages and liches.
| d6 | Insignia |
|---|---|
Crag Cat | |
Flail Snail | |
Beholder | |
Helmed Horror | |
Rakshasa | |
Tarrasque |
Bonus Proficiencies
3rd-level College of Mirrors feature
When you join the College of Mirrors at 3rd level, you gain proficiency in medium and heavy armor, shields, and smith's tools.
Mirror Warrior
3rd-level College of Mirrors feature
Beginning at 3rd level, as part of your joining the College of Mirrors you gain a mirrored shield to wield in battle (see chapter 5 of the Player's Handbook for the rules regarding shields). While you wield this shield it functions as a spellcasting focus for your bard spells, and if it is lost or destroyed you can replace it with 15 gp and 8 hours of work (providing you have access to a forge, smithy, or similar workspace). While wielding your shield, you gain access to the following new uses for your Bardic Inspiration.
Arcane Redirection
You can use your shield to reflect the remnants of a spell's energy and imbue an ally with defensive warding. As a reaction, when you succeed on a saving throw against a spell or a spell attack misses you, you can expend a use of your Bardic Inspiration. Roll the Bardic Inspiration die and choose a creature you can see within 60 feet of you. That creature gains temporary hit points equal to the number rolled + your Charisma modifier.
Disrupt Focus
With a gleam of light glancing from your shield, you can hinder an enemy's attention. As a reaction, when a creature you can see within 60 feet of you makes an attack roll or a saving throw to maintain its Concentration, you can roll a Bardic Inspiration die and give it a penalty to the saving throw or attack roll equal to the amount rolled. Youcan choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or saving throw succeeds or fails.
Looking Glass (Level 6)
6th-level College of Mirrors feature
Starting at 6th level, you can empower the mirrored surface of your shield to hinder an enemy's spellcasting. As an action, choose a creature that can see your shield. Until the end of your next turn, your allies have advantage on their saving throws against spells that creature casts, and it has disadvantage on spell attack rolls against creatures other than you. Unless surprised, a creature can avert its eyes to avoid this effect at the start of its turn. If the creature does so, it can't see you until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses after completing a long rest.
Lucent Purge (Level 14)
14th-level College of Mirrors feature
At 14th level, you can store a modicum of excess power in your mirrored shield, releasing a blast of light in tandem with your spells. After you cast a spell of 1st level or higher, your shield gains a number of charges equal to 1 + the spell's level. Your shield can store a number of charges equal to your bard level. When you cast a spell, you can expend all its charges to unleash that energy as a 15-foot cone or a 30-foot long and 5-foot wide line (your choice) of searing light. Each creature in that area must make a Constitution saving throw against your spell save DC. A target takes an amount of radiant damage equal to the number of charges expended on a failed save, or half as much damage on a successful one. Any remaining charges fade after you complete a long rest.
College of Momentum
College of Momentum (Level 3)
Bards of the College of Momentum live for music: sick beats, intense riffs, and powerful drops. These bards wield their songs as weapons, not only to entertain their fans, but to change minds.
Increasing the Tempo
Starting at 3rd level, your walking speed increases by 10 feet and your movement is unaffected by nonmagical difficult terrain. Also, you gain proficiency with all vehicles.
Mechanical Momentum
As a bard of the College of Momentum, your increased speed may be a result of many different things—your character could ride on a magnificent mechanical hoverboard, wear magically enhanced roller skates, or simply be invigorated by the power of their own beats. If you choose to flavor this feature as a special piece of equipment, only your character should be able to use it.
Adrenaline Rush
Beginning at 3rd level, you grow more aware of when a fight is about to break out, starting your music at the perfect time. When you roll for initiative and are not surprised, you can expend one use of your Bardic Inspiration, rolling the die and adding the result to your initiative roll and the initiative roll of an ally that can hear you within 30 feet of you. You can choose to use this feature after a creature makes its roll, but you can use this feature only once per combat.
Melody of Momentum (Level 6)
Starting at 6th level, your powerful melodies keep your allies focused on the fight and make them more agile. Creatures other than you that are affected by your countercharm have their speed increased by 10 feet. Additionally, when you use your countercharm, its range is 120 feet, and your performance lasts for 1 minute, instead of until the end of your next turn.
Beat Drop (Level 6)
Also at 6th level, your songs begin to grow and build to climactic drops. When you use your countercharm, you can choose to also start an instrumental build up, which lasts until your countercharm ends. This build up, as well as your countercharm, ends early if your turn starts and you or any of your allies haven't attacked a hostile creature since your last turn or taken damage from a hostile creature since then.
Your build up is represented by a pool of dice, each having an equal size to your Bardic Inspiration die. Your build up pool starts with two of such dice and gains two more dice at the end of each of your turns.
When you or a friendly creature within 30 feet of you that can hear you deals damage with an attack or spell while you are in your build up, you can use your reaction to end your build up and your countercharm in a destructive drop. Roll all of the dice in your build up pool, adding it as extra thunder damage against one target of the attack or spell. When a target takes this damage, it must succeed on a Strength saving throw against your bard spell save DC or be pushed 5 feet away from the attacker for each build up die rolled and fall prone.
Once you end your build up in this way, you can't start it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to start it again.
Exhilarating Beats (Level 14)
When you reach 14th level, you master the art of musical momentum. You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Creatures affected by your countercharm also share this ability. Also, when a creature rolls a Bardic Inspiration die that you granted to them, they can use their reaction to move up to half their speed without provoking opportunity attacks.
College of Mourning
College of Mourning (Level 3)
Bards of the College of Mourning specialize in easing the transition from life to death. While most bards derive their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead knights, faithful priests, and wise viziers who dedicated their lives in service, to accomplish any lingering obligations of the Material Plane.
While some see romanticizing death as macabre, the college spent centuries observing religious rites and composing teachings of necromancy in prose to entreat the dead to remain long enough to fulfill their purpose.
Whether woodwind or brass, string or drum, these bards are versed in delicate affairs and often find work in parades krewes, as pallbearers, or on other occasions where tact and taste are tantamount. Mourning bards improvise their melodies to mask the cries and wails of grieving loved ones, and often turn dour occasions into celebrations of remembrance. Whatever their method, their purpose is always to complement the spirits' shuffle to the afterlife in ceremonious display with arrangements of grace and style.
Mourning Glory
When you join the College of Mourning at 3rd level, you learn the spare the dying cantrip. You also gain proficiency in the Medicine and Religion skills.
Grief Note
Also at 3rd level, when a creature you can see within 60 feet, including you, deals damage to a target other than itself, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number on the die to the damage of the attack. The creature also regains hit points equal to the number on the die.
Dirge of the Departed (Level 6)
At 6th level, you can use your action to sing a yearning song of remembrance. Each undead within 30 feet of you that can hear you must make a successful Wisdom saving throw or become incapacitated for 1 minute or until it takes any damage as it weeps for those it left behind. Creatures that have advantage on saving throws to resist being turned also have advantage on this save.
Once you use this feature, you can't use it again until you finish a long rest.
Dread Parade (Level 14)
At 14th level, you can summon a ghostly procession of minstrel spirits of yesteryear. You lead a number of spectral troubadours equal to your Charisma modifier (minimum of 1) that march in a tight formation behind you for 1 minute, whose music gives pause those would do you harm.
At the start of each of your turns, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or take 1d4 psychic damage for each minstrel you summon, and has disadvantage on their next attack roll.
Once you use this feature, you can't use it again until you finish a long rest.
College of Pantomime
College of Pantomime (Level 3)
The College of Pantomime is the home of bards who found that the world is a cacophonous place with too much noise and distractions to truly appreciate the Words of Creation or the magic which stemmed from it. They have therefore opted not to add their voices to the multitudes, instead choosing to remain silent, focusing instead on their movements and intentions to weave their magic as they trace the echoes of the Words of Creations which vibrate throughout the planes.
Bards of this college are often considered odd and offputting. There's something about a performer who won't speak that seems to give onlookers a feeling that something just isn't right. This can be explained by the fact that these silent performers are in fact altering the weave around them through their intricate and specific movements. Members of this college are usually more level-headed than their counterparts from other colleges, or at least seem so since they cannot voice any ridiculous plans they have out loud. Though those who spend enough time around them to gain an insight into their gesticulations may disagree with the previous assertion.
Silence is Golden
When you join the College of Pantomime at 3rd level you gain a better understanding of how to manipulate the weave of magic around you with your performance.
When casting a spell you can replace any verbal components with somatic components. If a spell requires both verbal and somatic components, you can ignore the verbal components. By mastering the use of your gesticulations you have negated the need to vocalize your intentions.
Invisible Blades
As a bonus action, you can expend one of your uses of Bardic Inspiration to pantomime an invisible blade in your hand. This blade deals 1d6 slashing damage and uses your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. It has the Light property. The blade ceases to exist after 1 hour, if you are incapacitated, or if you let go of it. You can also dismiss it at will.
The damage for this attack increases when you reach 5th level (1d8), 10th level (1d10), and 15th level (1d12).
Convincing Performance (Level 6)
As an action, you can mime the form of any inanimate object with which you are familiar, creating an invisible version of it in your hands. An object created in this way can be no larger than 3 feet on a side and weigh no more than 10 pounds. It ceases to exist after 1 hour, when you dismiss it as an action, when you use this feature again, or if it takes or deals any damage.
You cannot use this feature to create items that ordinarily require a high degree of craftsmanship, such as weapons or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
Trapped in a Box (Level 14)
At 14th level, by perfecting the art of mime and listening for the Words of Creation, you have developed a mastery of imposing your vision and will on the weave around you.
As an action you may summon up to 6 invisible panels in any orientation and position in any unoccupied spaces within 60 feet of you, each panel must share at least one side with one other panel. The panels exist for up to 1 minute, until you dismiss them as an action or until they are destroyed. The panels are 5 foot squares that are 1 inch thick. A creature can determine the location and orientation of these panels by interacting with them or by succeeding on a Wisdom (Perception) check against your spell save DC.
If a creature would be surrounded on all sides by the panels (or the panels and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the panels.
The panels are magical objects, each one has AC 15 and 30 hit points, and is immune to poison and psychic damage. A dispel magic or disintegrate spell will immediately destroy a single panel.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and expended uses are replenished when you finish a long rest.
College of Pantomime
College of Pantomime (Level 3)
Bards of the College of Pantomime, called mimes, are performers who believe that the purest form of entertainment does not require sound, but only immaculate use of facial expressions and body language. Mimes train to perfect this art of silent performance, and most take oaths to speak as little as possible and thereby make their craft and their life indistinguishable. A sufficiently skilled mime can even ascend their Pantomime into minor reality warping, whether it be to eschew the verbal components of spells or to create invisible magical constructs with which they and others can interact.
As such a mime, other bards may consider your artform strange, but they cannot help but recognize and respect your skill, understanding just how difficult it is to master your craft and the extraordinary commitment it takes. Those who do not dedicate their lives to performance, however, will often view you as a distracting and somewhat silly oddity, though the novelty of your craft in comparison to other bards will likely turn some heads.
Silent Treatment
Starting when you join the College of Pantomime at 3rd level, you are able to communicate your meaning through gestures, facial expressions, and body language. As long as a creature can see you, you can communicate simple ideas and phrases to it without speaking. You do not need to share a language with the creature for it to understand you this way, but it must understand at least one language.
Additionally, you can ignore your Bardic Inspiration's requirement that a creature must be able to hear you as long as it can see you, and you can ignore the verbal components of your bard spells. If a bard spell you cast would normally require you to speak for its effect, such as the suggestion spell, a target can still be affected by the spell as long as it can see you, it speaks at least one language, and you add a somatic component to the spell in the form of gestures, facial expressions, and body language.
Pantomime Tricks
Also at 3rd level, you learn pantomime tricks that are given substance by your bardic magic. You learn two pantomime tricks of your choice, which are detailed below. You learn two additional tricks of your choice at 6th level, and one additional trick at 14th level. Each time you gain a level in this class, you can replace one pantomime trick you know with a different one.
Some of your pantomime tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is equal to your spell save DC.
Extra Pantomime Tricks (Level 6)
You choose and gain two additional pantomime tricks of your choice. You should have 4 pantomime tricks.
When you gain a level in this class, you can choose one of your pantomime tricks and replace it with another pantomime tricks.
Extra Pantomime Tricks (Level 14)
You choose and gain one additional pantomime trick of your choice. You should have 5 pantomime tricks.
When you gain a level in this class, you can choose one of your pantomime tricks and replace it with another pantomime tricks.
Master Mime (Level 14)
Starting at 14th level, whenever you roll your Bardic Inspiration die for a pantomime trick, you can roll the die twice and use either result.
College of Pheromones
College of Pheromones (Level 3)
Bards of the College of Pheromones aren't performers like those of the same profession. They are masterful alchemists, who express themselves not through story or music alone, but also through alluring lights and enthralling pheromones. Their grand displays incite heroic actions in their allies.
Bonus Proficiencies
When you join this college at 3rd level, you gain proficiency with alchemist's supplies.
Pheromonal Orders
Also at 3rd level, the pheromones you emit incite sudden reactions in your allies. You can use your bonus action to choose one allied willing creature within 10 feet of you. You can then expend one use of your Bardic Inspiration. The chosen creature then makes one of the following actions listed below, of your choice:
Attack!: The chosen creature makes an attack roll against a creature within range of it.
Move!: The chosen creature can move up to it's movement speed.
Disengage!: The creature uses the Disengage action and moves 5 feet in a direction they choose.
Dodge!: The creature gains the benefits of the Dodge action.
Pheromonal Dispenser (Level 6)
Starting at 6th level, you learn how to craft pheromonal concoctions through pheromonal dispensers. Pheromonal dispensers are incense sticks or smoke bombs, that can be either thrown or put on the ground and lighted by using an action. When used they emit a cloud pheromones in a 10-foot-radius sphere for 1 minute, affecting any creature standing inside of the area.
Whenever you finish a long rest, you can create a number of pheromonal dispensers equal to your proficiency bonus.
Creating a pheromonal dispenser requires you to have alchemist supplies on your person and any dispenser you create with this feature last's until it is used or until the end of your next long rest.
You choose the kind of dispenser you create, from the list below:
- Raging Pheromones
- Regenerative Pheromones
- Nimbleness Pheromones
- Cleansing Pheromones
Controlling Pheromones (Level 6)
Also at 6th level, your pheromones can now affect your enemies. You can cast the suggestion spell at will.
Alluring Light (Level 14)
At 14th level, you can target up to two creatures when you use your Pheromonal Orders feature or cast the suggestion spell.
College of Playful Mockery
College of Playful Mockery (Level 3)
Bards of the College of Playful Mockery are playful tricksters who prefer to taunt and mock their foes into submission rather then directly fight them. They are known for speaking uncomfortable truths, in a way that playfully mocks the target of their jokes, so that people can laugh about it and see the truth behind their taunts. They especially revel in targeting social stigmas set up by those that seek to control the way people speak, and through that the way people think. Their jokes cause people to laugh about these stigmas, which lessens their control over them. This ultimately results in a more open and free discussion on how to improve society.
The College of Playful Mockery was set up by an ancient copper dragon, who at first merely sought to teach others his skill at playing tricks on people. However, over time he began to understand the importance of unrestricted humor in mortal society, and how laughter can be used as a tool for the greater good. Even if their jokes walk the fine line between being mean and being playful, calling out the uncomfortable truths in the world has done far more good than harm. As such they will never allow their voice to be silenced, nor those of others.
Truth Sayer
When you join the College of Playful Mockery at 3rd level, your gain proficiency in the Insight skill. If you already have proficiency in this skill, then you can choose a different skill.
All spells that deal psychic damage count as bard spells for you, regardless of class restrictions. If you reduce a creature to 0 hit points through psychic damage, then you can choose to immediately stabilize it by complimenting its performance.
In addition, you know the vicious mockery cantrip if you don't already know it. The first time that those affected by this spell deal damage to other creatures, without involving an attack roll, they must roll a die equal to your inspiration die and subtract it from the damage dealt (targets that fail their saving throw against your vicious mockery spell count as being affected by this spell until the end of their next turn).
Playful Mockery
Starting at 3rd level, when you land a line, you're on a roll; when you cast vicious mockery, and the target fails their saving throw, you can expend one use of your Bardic Inspiration to unleash your lyrical genius to...
Aggrandize Yourself
Roll the inspiration die and gain temporary hit points equal to its result + the damage dealt by your vicious mockery spell.
Double Down
Roll the inspiration die and the target takes additional psychic damage equal to amount rolled, and also has disadvantage on its next saving throw against your vicious mockery spell within the next minute.
Make it Personal
If the target attempts to attack anyone other than you, then it must subtract an amount equal to your proficiency bonus from all its attack rolls. This effect lasts until the start of your next turn.
You can only benefit from one of these effects when expending a use of your Bardic Inspiration.
Sick Burns (Level 6)
At 6th level, when you cast a spell that deals psychic damage, you can add your Charisma modifier (minimum of 1) to one damage roll of that spell, and it ignores psychic resistance.
Additionally, whenever a creature misses an attack that suffered disadvantage caused by your vicious mockery spell, you deal a verbally devastating follow up dealing psychic damage equal to your Charisma modifier (minimum of 1), provided it can hear you.
The Voice of the People (Level 6)
Also at 6th level, your ability to communicate transcends barriers of language. You can communicate basic concepts with creatures that don't share a language with you as long as that creature speaks at least one language through intonation, body language, gestures, attitude, and swaggering about.
Using this method you can get information such as how much something should cost, where notable locations are, who the toughest person or thing around is, and which paths or alleyways should be avoided, as well other things your DM might find appropriate for you to be able to learn from them.
Spitting Fire (Level 14)
Starting at 14th level, you can deliver verbal components to spells with blinding speed and precision. You can expend a use of Bardic Inspiration to cast a spell with the cast time of one action as a bonus action as long as it has only verbal components.
Whenever you would deal psychic damage to creatures who are immune against it, you deal force damage instead.
When you cast a spell that (normally) deals psychic damage, you can increase the spell's damage dice by 1 step. For example, d4 to d6, d6 to d8 etc. (maximum of d12).
You also know the message cantrip if you don't already know it, you can cast it as a bonus action, and you only require verbal components to cast this spell.
College of Portraiture
College of Portraiture (Level 3)
Bards of the College of Portraiture are artisans first and foremost. Through your intensive study of anatomy and artistry, you've begun to unlock the secrets of instilling your soul into your creations. The creation of a Gray Portrait is a perversion of this technique, linking one's whole essence and intrinsic talent to a single piece of art. Artisans like you view that heretical practice as shortsighted and limited. True artistic mastery lies in the ability to imbue each masterpiece with a fragment of one's soul, binding each creation to the artist in an elegant and harmonious union. Your skill and talent in the manipulation of your life essence allows you to create and animate works of art in your own image. Narcissism is common among the practitioners of this College, though it can hardly be faulted. If everyone could portray themselves so beautifully, surely they would.
Master Artisan
When you join the College of Portraiture at 3rd level, you gain the ability to create incredible works of art at a manic pace. You gain proficiency in any tools required to paint or create statuary, and you can add your proficiency bonus twice to all checks made with these tools.
You no longer require sleep, but must still perform light activity, such as reading, painting, or keeping watch, to gain the benefits of a rest.
During a rest, you can summon the materials and tools to create Small or Medium portraits or statues, and you can complete one such work each hour. You can also expend one use of your Bardic Inspiration per rest to grant yourself an artistic bonus. Roll a Bardic Inspiration die and add the result to your ability check to determine the quality of the your work. To finish a piece made with this feature, you must imbue it with a fragment of your soul, making it permanent and impossible to dispel. You can sell or give away imbued art, but you gain 1 level of exhaustion when someone else takes ownership of a piece.
Living Exhibition
Also at 3rd level, you gain the ability to breathe life and purpose into artwork made in your image.
When you create a painting or statue that is a portrait of yourself and is equal to or smaller than your size, you can imbue it with a fragment of your soul and bring it to life by expending a spell slot of 1st level or higher.
The masterpiece becomes an animate portrait-soldier. Each portrait-soldier has hit points equal to twice your bard level + three times the level of the expended spell slot, has an AC equal to 12 + the level of the expended spell slot, and is equipped with a nonmagical version of a simple or martial weapon in which you have proficiency. If the weapon requires ammunition, the soldier appears with 30 pieces of ammunition in a quiver.
Portrait-soldiers share your statistics and act on your initiative, but automatically fail Wisdom and Intelligence ability checks and saving throws. Portrait-soldiers can't speak, operate magical items, or cast spells and lack sufficient autonomy to attack without your magical direction. A creature that is charmed or frightened by you is also charmed or frightened by all of your portrait-soldiers.
When you take the Attack action, you can expend a spell slot of 1st level or higher to infuse a malevolent spark into your portrait-soldiers. A number of portrait-soldiers up to the level of the expended spell slot can take the Attack action until the end of your turn.
You can animate a number of portrait-soldiers equal to Charisma modifier (minimum 1). Every 24 hours, you must expend a spell slot for each in order to maintain the soul link that animates them, adjusting their hit point maximum and AC if necessary, or they crumble to dust.
Legion's Defense (Level 6)
Starting at 6th level, your control over your portrait-soldiers improves. Whenever a creature would provoke an opportunity attack from a portrait-soldier, you can use your reaction to enable the soldier to make the attack.
Also, whenever two or more of your portrait-soldiers make a saving throw against the same effect and one succeeds, the others also succeed automatically.
Personal Unity (Level 14)
Starting at 14th level, the soul link with your portrait- soldiers becomes more efficient, enabling you to unlock the latent power within them. You can now animate a number of portrait-soldiers equal to twice your Charisma modifier (minimum 2).
Whenever you cast a spell, you can use one of your portrait- soldiers as the point of origin or as a vessel to deliver the spell. Whenever a portrait-solider would take damage, you can use your reaction to channel your life energy into it. The target gains temporary hit points equal to the number of hit points you sacrifice (up to your bard level).
Whenever you would take damage, you can use your reaction to sacrifice the life of one of your portrait-soldiers before the damage is applied. You gain temporary hit points equal to the portrait-soldier's remaining hit points, and the portrait-soldier is destroyed.
College of Pretender
College of Pretender (Level 3)
Not every bard in Aglarion is trained in the College of Minstrels. Some of them learn their trade on the streets by picking up survival techniques that allow them to manipulate their enemies by utilizing techniques of make-believe. A Pretender is a bard who uses talents with words and swords to fool everyone. They are always at home in social situations where they can draw attention to themselves and manipulate people's choices and viewpoints according to their will. They also excel in combat, where they utilize the same tactics of distraction and feint, which they also use when speaking.
Battle Feint
Starting at 3rd level, you can fool your enemies with your sudden swordplay and movement, placing them in a precarious combat situation. As a bonus action, you can expend one use of your Bardic Inspiration on your turn to feint, choosing one creature within 5 feet of you as your target. Your target must succeed on a Wisdom (Insight) skill check against your Charisma (Deception) skill check. If you win the contest, you have advantage on your melee attack rolls against that creature and the creature has disadvantage on attack rolls until the start of your next turn.
Captivating Monologue
Starting at 3rd level, if you speak to an audience for at least 1 minute, you can attempt to captivate them with your style and colorful phrases. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target has disadvantage on all Wisdom (Insight) skill checks against you. This effect ends on the target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you cannot use it again until you finish a short or long rest.
Elusive Target (Level 6)
Starting at 6th level, you can avoid the melee attacks of your enemies with an unexpected move. As a reaction, you can expend one use of your Bardic Inspiration to negate a melee attack that would otherwise hit you.
The Great Pretender (Level 14)
Starting at 14th level, you can pretend to be someone else by projecting a visage of your pure imagination, while you remain invisible. As an action, you can expend one use of your Bardic Inspiration to cast mislead without using a spell slot or material components.
College of Puppetry
College of Puppetry (Level 3)
Bards of the College of Puppetry specialize in entertaining with puppets and marionettes. Not content to master exclusively mundane skills on their subject of interest, these bards, called puppet masters, learn to create their own animated marionette companion. Every companion is painted and decorated unique to its puppet master – most are whimsical, some are intimidating, and others are unsettling.
Puppetcraft
When you join the College of Puppetry at 3rd level, you gain proficiency with painter's supplies'24, weaver's tools'24, and woodcarver's tools'24.
In addition, you can use a puppet or the control rod of a marionette as a spellcasting focus for your bard spells.
Animated Marionette
At 3rd level, you have learned to create a puppet companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the animated marionette stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance, which has no effect on its game statistics.
In combat, the animated marionette shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You must be holding the marionette's control rod to use a bonus action to command it. If you are incapacitated, the marionette can take any action of its choice, not just Dodge.
If the mending cantrip is cast on it and it has at least 1 hit point, it regains 2d6 hit points. If it has died within the last hour, you can use your woodcarver's tools'24 as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The animated marionette returns to life after 1 minute with all its hit points restored.
While the animated marionette has one of your Bardic Inspiration dice, you can use your reaction to roll and expend the die when a creature within 30 feet of the marionette makes an ability check, attack roll, or saving throw. When you do, add the result of the Bardic Inspiration die to the roll. You can choose to use this ability after the d20 is rolled but must use it before the DM declares whether the roll was a success or a failure.
When you expend a spell slot of 6th level or higher to cast a bard spell and your animated marionette has less than three uses of its tangled thread action, it regains one use of the action.
At the end of a long rest'24, you can create a new animated marionette if you have your woodcarver's tools'24 with you. If you already have an animated marionette from this feature, the first one immediately perishes. The marionette also perishes if you die.
Master of Puppets (Level 6)
Starting at 6th level, while a creature who is not immune to being charmed has its movement speed reduced to 0 by your animated marionette's tangled thread, you can use a bonus action on your turn to command the creature to take one of the actions in its stat block or the Dash or Help action. When you do, the reduced movement speed condition ends and the creature immediately uses its reaction to take the commanded action targeting a creature or creatures of your choice if applicable.
Storm of Strings (Level 14)
Starting at 14th level, when you command your animated marionette to use its Tangled Thread action, you can choose to target all creatures of your choice within 30 feet of the animated marionette, instead of one creature within 60 feet. Once you do, you can't use this feature again until you finish a long rest'24.
College of Radiance
College of Radiance (Level 3)
Worship takes on many forms across the multiverse; the quiet contemplation of the monastic hermit, the insightful guidance of the temple priest, the resolute dedication of the faith-filled zealot, and the impassioned preacher spreading the tenants of their faith across the land with word and song.
Radiance bards are devout preachers of the divine, and all their performances sing the praise of their deity. For good or ill, these bards use the power of their voice to further the will of their god, and inspire devotion in their mortal followers.
Divine Revelation
Your deity has blessed you with a measure of their divine power in return for your service. When you join this College at 3rd level, choose a Divine Domain from the cleric class that best fits the deity you serve. When you learn a bard spell, you can choose the spell from spell list of your Divine Domain, the cleric spell list, or the bard spell list. You must otherwise obey all restrictions for learning a new spell. Upon learning a new spell in this way it becomes a bard spell for you.
You also gain proficiency in the Religion skill and can add double your proficiency bonus to any Intelligence (Religion) check you make related to your deity and their teachings.
Words of Healing
Starting at 3rd level, the divine power you serve empowers your healing. When you cast a spell of 1st-level or higher that restores hit points to a creature, they regain additional hit points equal to your Charisma modifier (minimum of 1).
Chorus of the Divine (Level 6)
Your faith empowers your magic. Beginning at 6th level, when you use your Countercharm feature, you can expend a use of bardic inspiration to empower it with one of the following celestial effects:
Guidance
Creatures of your choice under the effect of your Countercharm gain a bonus to their next ability check, attack roll, or saving throw they make before the start of your next turn equal to your Charisma modifier (minimum of +1)
Judgement
A creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, they are frightened of you until the start of your next turn. If a creature's saving throw is successful, or the effect ends for it, it is immune to this effect for the next 24 hours.
Protection
Creatures of your choice under the effect of your Countercharm gain resistance to necrotic and radiant damage, and their maximum hit points can't be reduced.
Restoration
When you begin your Countercharm, roll a bardic inspiration die. As part of the same action you can distribute temporary hit points equal to the amount you rolled on the bardic inspiration die to creatures of your choice under the effect of your Countercharm.
Beatific Vision (Level 14)
Your connection to the divine is so strong that you can allow the power of your deity to shine forth from you, causing your enemies to falter. Upon reaching 14th level, when you cast a spell of 1st-level or higher that forces a creature to make a saving throw, you can expend a use of bardic inspiration to impose disadvantage on one target's saving throw.
You can expend more than one bardic inspiration as part of this ability, imposing disadvantage on one creature's saving throw for each additional bardic inspiration you expend.
College of Radiance
College of Radiance (Level 3)
Worship takes on many forms across the multiverse; the quiet contemplation of the monastic hermit, the insightful guidance of the temple priest, the resolute dedication of the faith-filled zealot, and the impassioned preacher spreading the tenants of their faith across the land with word and song.
Radiance bards are devout preachers of the divine, and all their performances sing the praise of their deity. For good or ill, these bards use the power of their voice to further the will of their god, and inspire devotion in their mortal followers.
Divine Revelation
Your deity has blessed you with a measure of their divine power in return for your service. When you join this College at 3rd level, choose a Divine Domain from the cleric class that best fits the deity you serve. When you learn a bard spell, you can choose the spell from spell list of your Divine Domain, the cleric spell list, or the bard spell list. You must otherwise obey all restrictions for learning a new spell. Upon learning a new spell in this way it becomes a bard spell for you.
You also gain proficiency in the Religion skill and can add double your proficiency bonus to any Intelligence (Religion) check you make related to your deity and their teachings.
Words of Healing
Starting at 3rd level, the divine power you serve empowers your healing. When you cast a spell of 1st-level or higher that restores hit points to a creature, they regain additional hit points equal to your Charisma modifier (minimum of 1).
Chorus Of The Divine (Level 6)
Your faith empowers your magic. Beginning at 6th level, when you use your Countercharm feature, you can expend a use of bardic inspiration to empower it with one of the following celestial effects:
Guidance. Creatures of your choice under the effect of your Countercharm gain a bonus to their next ability check, attack roll, or saving throw they make before the start of your next turn equal to your Charisma modifier (minimum of +1)
Judgement. A creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, they are frightened of you until the start of your next turn. If a creature's saving throw is successful, or the effect ends for it, it is immune to this effect for the next 24 hours.
Protection. Creatures of your choice under the effect of your Countercharm gain resistance to necrotic and radiant damage, and their maximum hit points can't be reduced.
Restoration When you begin your Countercharm, roll a bardic inspiration die. As part of the same action you can distribute temporary hit points equal to the amount you rolled on the bardic inspiration die to creatures of your choice under the effect of your Countercharm.
Beatific Vision (Level 14)
Your connection to the divine is so strong that you can allow the power of your deity to shine forth from you, causing your enemies to falter. Upon reaching 14th level, when you cast a spell of 1st-level or higher that forces a creature to make a saving throw, you can expend a use of bardic inspiration to impose disadvantage on one target's saving throw.
You can expend more than one bardic inspiration as part of this ability, imposing disadvantage on one creature's saving throw for each additional bardic inspiration you expend.
College of Requiems
College of Requiems (Level 3)
Performing a macabre melody filled with grief-stricken chords with a mournful refrain, the funerary songs of the College of Requiems stir the very bones of the dead. The Requiem bard weaves necromantic magic into their repertoire to control and empower a host of undead minions.
Chilling Melody
At 3rd level, you learn two necromancy cantrips of your choice from any class spell list. These count as bard spells for you, but don't count against the number of cantrips you know.
Pluck the Heartstrings
Beginning at 3rd level, you gain the ability to use your Bardic Inspiration to pluck at the tethers of life within a creature. A creature with one of your Bardic Inspiration dice can expend it when dealing damage with a weapon attack, dealing additional necrotic damage equal to the die result.
Additionally, when a living creature that has your Bardic Inspiration die is reduced to 0 hit points, it can expend that die as a reaction to be reduced to 1 hit point instead.
Stir the Bones (Level 6)
At 6th level, you learn the animate dead spell. It counts as a bard spell for you, and it doesn't count against the number of Bard spells you know.
When you give a creature one of your Bardic Inspiration dice, choose a number of undead creatures equal to your proficiency bonus under your control and within 60 feet of you. Chosen creatures each gain a Dirge die, which they lose if they do not spend within the next 10 minutes. Dirge dice can be spent the same way and under the same circumstances your Bardic Inspiration dice are. You can also issue mental commands to undead creatures under your control as part of the same bonus action.
When an undead creature you control expends a Bardic Inspiration die on an attack roll that hits, it can also apply the result to the damage roll.
Dance of the Dead (Level 14)
Starting at 14th level, when you cast a necromancy spell that targets only one creature, you can have it target a second creature within range. This does not consume additional components.
Once you use this feature, you must finish a short or long rest before you can use it again.
College of Requiems
College of Requiems (Level 3)
Performing a macabre melody filled with grief-stricken chords with a mournful refrain, the funerary songs of the College of Requiems stir the very bones of the dead. The Requiem bard weaves necromantic magic into their repertoire to control and empower a host of undead minions.
Chilling Melody
At 3rd level, you learn two necromancy cantrips of your choice from any class spell list. These count as bard spells for you, but don't count against the number of cantrips you know.
Pluck the Heartstrings
Beginning at 3rd level, you gain the ability to use your Bardic Inspiration to pluck at the tethers of life within a creature. A creature with one of your Bardic Inspiration dice can expend it when dealing damage with a weapon attack, dealing additional necrotic damage equal to the die result.
Additionally, when a living creature that has your Bardic Inspiration die is reduced to 0 hit points, it can expend that die as a reaction to be reduced to 1 hit point instead.
Stir the Bones (Level 6)
At 6th level, you learn the animate dead spell. It counts as a bard spell for you, and it doesn't count against the number of Bard spells you know.
When you give a creature one of your Bardic Inspiration dice, choose a number of undead creatures equal to your proficiency bonus under your control and within 60 feet of you. Chosen creatures each gain a Dirge die, which they lose if they do not spend within the next 10 minutes. Dirge dice can be spent the same way and under the same circumstances you spend Bardic Inspiration dice. You can also issue mental commands to undead creatures under your control as part of the same bonus action.
When an undead creature you control expends a Dirge die on an attack roll that hits, it can also apply the result to the damage roll.
Dance of the Dead (Level 14)
Starting at 14th level, when you cast a necromancy spell that targets only one creature, you can have it target a second creature within range. This does not consume additional components.
Once you use this feature, you must finish a short or long rest before you can use it again.
College of Respite
College of Respite (Level 3)
Some bards voluntarily venture to the less hospitable parts of the world, battles, or other places where suffering is prevalent. There, they use the abilities granted by their college to bring relief to those in pain.
Bonus Proficiencies
When you join the College of Respite at 3rd level, you gain proficiency with cook's utensils and herbalism kits.
Comforting Song
At 3rd level, you learn how to infuse your healing spells with the power of comforting music. When you cast a spell of 1st level or higher to restore hit points to a creature, you can expend one of your uses of Bardic Inspiration and add the result of the roll to the number of hit points that the spell restores.
Reaffirming Pressure (Level 6)
At 6th level, when a creature within 30 feet of you that can see and hear you adds one of your Bardic Inspiration die to an ability check, attack roll, or saving throw, you can use your reaction to allow them to roll the die again. They must use the new roll.
Reliable Comfort (Level 14)
Starting at 14th level, when you use Comforting Song, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
College of Revelation
College of Revelation (Level 3)
When a mortal mind is touched by a power and an understanding far beyond what they can comprehend, one of two things happen. The unlucky ones inevitably lose their sanity, muttering incomprehensible passages that others dismiss as imaginary tales. The lucky ones? They survive, but not as they once were, changed by the revelations that they experienced. While these creatures can have incredible insight, they pay a price that separates them from the rest of the world.
Most people call Xoriat the Plane of Madness. But to those that have touched it and truly known it, Xoriat is the Plane of Revelations, and it has birthed great bards of this college. Some learn the truth due to direct exposure to the plane, others through attempting to translate texts written by those that Knew before; either way, they learn that which is hidden to all but a few.
Though extraplanar influence is the most common, other paths also lead to the College of Revelation. Perhaps the Shadow of the Dark Six gifted a determined seeker with dangerous arcane secrets that were shunned by conventional schools of arcane magic, or perhaps an innocent stumbled on them unwittingly with the help of a Keeper of Secrets such as Sul Khatesh.
Enhanced Repertoire
When you join the College of Revelation at 3rd level, your unique outlook allows you to learn one cantrip from any spell list. This cantrip counts as a bard cantrip for you, but it doesn't count against your number of cantrips known.
Truth in Madness
At 3rd level, you know how to push your mind and soul beyond limits that mortals were not meant to cross. Any time you make an ability check, you can choose to make the roll with advantage. However, for every time you do so, you take a cumulative 1d4 penalty to all future Intelligence, Wisdom, and Charisma checks. This penalty lasts until you take a short or long rest.
Revelatory Moment
At 3rd level, you learn to share the truths of your knowledge with others, whether they will it or not. When you cast a spell of 1st level or higher, you can use one of the following Revelatory Moment options of your choice.
Moment of Clarity
You can expend one use of your Bardic Inspiration to bestow insight on an ally. One ally within 30 feet of you that is charmed, frightened, or stunned can immediately make another saving throw against the effect that imposed the condition, even if it would not otherwise get to make another save to end the effect early. The ally gets a bonus on its saving throw equal to the number you roll on the Bardic Inspiration die. On a successful save, the effect ends.
Moment of Madness
You can expend one use of your Bardic Inspiration to cloud the mind of another creature. Choose one creature that you hit with a spell attack or that failed a saving throw against the spell you cast. That creature takes a penalty on its next ability check, attack roll, or saving throw made before the end of your next turn. The penalty equals the number you roll on the Bardic Inspiration die.
Moment of Passion
You can expend one use of your Bardic Inspiration to reinvigorate the soul. Choose one creature within 30 feet of you that can hear you. It heals hit points equal to the number you roll on the Bardic Inspiration die + your Charisma modifier.
Moment of Potency
You can expend one use of your Bardic Inspiration to imbue the spell you are casting with the ferocity of your will. The spell's attack modifier or save DC increases by 1, and one target of your choice who you hit with the spell attack or that fails its saving throw against the spell takes psychic damage equal to the number you roll on the Bardic Inspiration die.
Truth Reveals All (Level 6)
At 6th level, you gain the ability to open the minds of others against their will and show them the beauty of true understanding. As a bonus action, you can force open the mind of a creature within 30 feet, causing them to make a Wisdom saving throw against your bard spell save DC. On a failed save, it is frightened of you for 1 minute or until your concentration ends (as if you were concentrating on a spell). While the effect is active, on each of your turns, you can use a bonus action to attempt to frighten an additional creature in the same way; the effect ends on any additional creatures at the same time as it does on the first creature you frightened. Once you use this feature, you can't use it again until you finish a long rest.
Reality Causation (Level 14)
Starting at 14th level, whenever you use a Revelatory Moment option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
College of Revelry
College of Revelry (Level 3)
Bards of the College of Revelry employ bawdy folk songs to fill their allies with courage and cheer. As entertainers, they commonly ply their trade in taverns frequented by working folk, where their performances inspire merry dancing and laughter.
Other bard colleges sometimes condescend the College of Revelry for its low humor and simple verse. Those who practice its ways know otherwise: their music channels the very soul of the people. When the strings are plucked just so, they can soothe old wounds and sow peace where dissent or uprising would otherwise bloom.
Bards from this college rarely gather in a single place to train, preferring to impart knowledge through chance meetings on highways or taverns. Fairgrounds and beer festivals draw them together, but such gatherings are an opportunity to entertain rather than study. Those seeking to join their ranks must go where local folk gather after work, where the ale flows free and the evenings are long and jolly.
Inspire Bravado
When you join the College of Revelry at 3rd level, your music and song inspire bravado in your allies, creating an effect akin to a brief bout of reckless drunkenness.
When a creature gains a Bardic Inspiration die from you, it can choose to additionally gain the following benefits which remain until the die is lost: the creature can't be frightened and gains a bonus to melee weapon damage rolls equal to your Charisma modifier (with a minimum bonus of +1). In addition, attack rolls against the creature have advantage. When an attack damages the creature, it can use its reaction to roll the Bardic Inspiration die and reduce the damage taken by the result.
Merry Performance
Starting at 3rd level, your performances can pacify enemies and bring rivals together in mirth and song.
If you perform to a non-hostile audience for at least 1 minute, you can attempt a DC 15 Charisma (Performance) check to magically inspire cheer. On a success, for 1 hour you gain advantage on Charisma (Persuasion or Deception) checks when interacting with members of that audience. In addition, any creature in the audience that attempts a hostile action during that hour must first succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature become indifferent to the creature it was hostile toward. These effects end if you or your companions do anything harmful to the audience.
Once you use this feature, you can't use it again until you finish a short or long rest.
Powerful Magic (Level 6)
At 6th level, certain spells gain new potency when added to your repertoire. When you cast any of the following enchantment spells on a target, you can spend a Bardic Inspiration die to impose disadvantage on the next saving throw that the target makes to resist its effects: calm emotions, charm person, compulsion, enthrall, friends, hypnotic pattern, mass suggestion, otto's irresistible dance, suggestion, tasha's hideous laughter.
Lord of Revels (Level 14)
At 14th level, your performances can calm even hostile crowds. As a bonus action, you cast calm emotions, without expending a spell slot, and begin a performance that lasts for 1 minute or until you are incapacitated. During this time, you can cast calm emotions as a bonus action on each of your turns, without expending a spell slot. The spell's duration lasts for the duration of the performance, even if you lose concentration on it.
Once you use this feature, you can't use it again until you finish a long rest.
College of Revelry
College of Revelry (Level 3)
Some bards have a way of becoming the center of attention wherever they go. They enjoy the after parties more than their performances, and it is rare that they turn down an invitation for a good time. From formal of banquets of royalty to the harvest celebrations of small farming towns, Revelry bards live for parties and hedonistic gatherings of all kinds.
Charming Presence
Upon joining College of Revelry at 3rd level, your natural charisma makes other people uniquely comfortable around you. You gain proficiency in the Persuasion skill. If you are already proficient in Persuasion you instead gain proficiency in your choice of Deception, Performance, or Sleight of Hand.
If you are currently carousing with a creature, you have advantage on any Deception, Performance, Persuasion, or Sleight of Hand checks you make directed at that creature.
For the purposes of this feature, carousing could be any of the following activities: drinking, dancing, feasting, partying, gambling, and any other activity that lowers inhibitions.
Depraved Enchantments
Starting at 3rd level, your very voice drips with debilitating pleasure and weakens the mental resolve of your foes. When you cast an enchantment spell of 1st-level or higher that has a verbal component, you can expend a use of bardic inspiration to impose disadvantage on the target's saving throw.
Stirring Performance (Level 6)
Your presence during rests enlivens your allies and assuages their worries. Beginning at 6th level, creatures that benefit from your Song of Rest during a short rest regain additional hit points equal to your Charisma modifier (minimum of 1).
Also, any creature that benefits from your Song of Rest during a short rest has advantage on the first ability check, attack roll, or saving throw they make after their short rest.
Hedonistic Trance (Level 14)
Your words and songs send creatures into a state of ecstasy. Starting at 14th level, you can use your action to expend a bardic inspiration and force a creature that can hear you within 30 feet to make a Wisdom saving throw. On a failed save, the creature is stunned for one minute. If the creature takes damage, they may immediately repeat the saving throw, ending the effect on a success. If the creature's saving throw is successful, or the effect ends for it, it is immune to the effects of your Hedonistic Trance for the next 24 hours.
While stunned, the creature is in state of pure ecstasy of your choosing. It could be a drunken stupor, uncontrollable laughter, sensual hallucinations, or overwhelming pleasure.
When you use this feature, you can choose to expend an additional use of bardic inspiration to impose disadvantage on the target's initial saving throw.
College of Revelry
College of Revelry (Level 3)
Some bards have a way of becoming the center of attention wherever they go. They enjoy the after parties more than their performances, and it is rare that they turn down an invitation for a good time. From formal of banquets of royalty to the harvest celebrations of small farming towns, Revelry bards live for parties and hedonistic gatherings of all kinds.
Charming Presence
Upon joining the College of Revelry at 3rd level, your natural charisma makes other people uniquely comfortable around you. You gain proficiency in the Persuasion skill. If you are already proficient in Persuasion you instead gain proficiency in your choice of Deception, Performance, or Sleight of Hand.
If you are currently carousing with a creature, you have advantage on any Deception, Performance, Persuasion, or Sleight of Hand checks you make directed at that creature. For the purposes of this feature, carousing could be any of the following activities: drinking, dancing, feasting, partying, gambling, and any other activity that lowers inhibitions.
Depraved Enchantments
Starting at 3rd level, your very voice drips with debilitating pleasure and weakens the mental resolve of your foes. When you cast an enchantment spell of 1st-level or higher that has a verbal component, you can expend a use of bardic inspiration to impose disadvantage on the target's saving throw.
Stirring Performance (Level 6)
our presence during rests enlivens your allies and assuages their worries. Beginning at 6th level, creatures that benefit from your Song of Rest during a short rest regain additional hit points equal to your Charisma modifier (minimum of 1).
Also, any creature that benefits from your Song of Rest during a short rest has advantage on the first ability check, attack roll, or saving throw they make after their short rest.
Hedonistic Trance (Level 14)
Your words and songs send creatures into a state of ecstasy. Starting at 14th level, you can use your action to expend a bardic inspiration and force a creature that can hear you within 30 feet to make a Wisdom saving throw. On a failed save, the creature is stunned for one minute. If the creature takes damage, they may immediately repeat the saving throw, ending the effect on a success. If the creature's saving throw is successful, or the effect ends for it, it is immune to the effects of your Hedonistic Trance for the next 24 hours.
While stunned, the creature is in state of pure ecstasy of your choosing. It could be a drunken stupor, uncontrollable laughter, sensual hallucinations, or overwhelming pleasure.
When you use this feature, you can choose to expend an additional use of bardic inspiration to impose disadvantage on the target's initial saving throw.
College of Romance
College of Romance (Level 3)
Love is a powerful thing, and none know this better than the bards of the College of Romance. Paramours, seductors, and silver-tongued devils, these bards have turned the art of wooing someone into a science, which they ply to their advantage with mechanical efficiency. Given the option, these bards would rather make love than war, knowing full well that an enemy turned ally is twice as effective as an enemy slain.
Likeable
Starting when you choose this college at 3rd level, you have a magnetic personality. You can use your bonus action to distract any hostile creature you have charmed. On its turn, the charmed creature has disadvantage on attack rolls and can't move further away from you unless it first takes the Disengage action.
If you charm a creature that isn't hostile to you, it regards you and your allies as friendly acquaintances.
Cupid's Arrow
Also at 3rd level, you can sway other creatures through your personality. As an action, expend one use of Bardic Inspiration and choose one creature you can see within 30 feet which can see or hear you to make a Wisdom saving throw. On a failed save, the creature is charmed by you for a number of rounds equal to the die roll.
This effect ends early if you move more than 30 feet away from the creature, if the creature can neither see nor hear you, if the creature takes damage from you or your allies, or if you use this ability again.
Enemy of My Enemy (Level 6)
At 6th level, when you take the Attack action, you can use your bonus action to direct a creature you have charmed that can see or hear you to attack. That creature can immediately use its reaction to make one weapon attack against a target you choose.
Infatuate (Level 14)
Starting at 14th level, you can make yourself the object of another creature's affections. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
College of Satire
College of Satire (Level 3)
Bards of the College of Satire are called jesters. While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
Bonus Proficiencies
When you join the College of Satire at 3rd level, you gain proficiency with playing cards and thieves tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.
Tumbling Fool
At 3rd level, you master an acrobatic technique known as tumbling that allows you to evade danger. When you tumble you move a number of feet up to half your walking speed without provoking opportunity attacks. You can tumble as a bonus action. Starting at 6th level you can also tumble as a reaction when you are attacked, imposing disadvantage on the triggering attack.
In addition, after tumbling until the start of your next turn you gain a climbing speed equal to half your walking speed and you take half damage from falling. Tumbling does not cost you any feet of movement.
Insult to Injury (Level 6)
At 6th level, your wit has become as sharp as a rapier, and twice as quick. You learn the vicious mockery cantrip. If you already know it, you learn one other bard cantrip of your choice.
When you use your action to make an attack on your turn, you can use the vicious mockery cantrip as a bonus action.
If a creature fails the saving throw against your vicious mockery, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the target's Charisma, Intelligence, and Wisdom rolls until the end of its next turn. The creature also immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.
One for the Crowd (Level 14)
At 14th level you learn tasha's hideous laughter as a bard spell. If you already know it, you learn one other 1st level bard spell of your choice.
When you fail a saving throw or miss an attack roll, you may use your reaction to cast tasha's hideous laughter on a creature you can see without expending a spell slot or requiring material components. You may cast it this way a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.
College of Shadow
College of Shadow (Level 3)
Fear of darkness is one of the most primal emotions, and bards of the College of Shadow manipulate such fears to enhance their artistry. These bards weave the gray boundaries between light and dark to terrify and inspire captive audiences.
Dancing Shadows
When you join the College of Shadow at 3rd level, you gain the ability to weave a pocket of protective shadows.
As a bonus action, you can expend a Bardic Inspiration to create a 20-foot-radius sphere of shifting shadows centered on you. The sphere moves with you, spreads around corners, and lasts for 1 minute or until you are incapacitated or die.
Allied creatures (including you) standing in the sphere have half cover, and creatures outside the sphere have disadvantage on Wisdom (Perception) checks made to perceive anything inside the sphere. Darkvision does not nullify this effect. Creatures that don't rely on eyesight are immune to this effect.
If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Fear of the Dark
Also at 3rd level, your intimate knowledge of darkness allows you to harness its frightful properties to the fullest and keep your allies grounded. While in dim light or darkness, you and any allies that can see you have advantage against fear effects. Additionally, any hostile creatures that can see you roll with disadvantage against fear effects.
Shade Step (Level 6)
At 6th level, shadow gathers around those you inspire. Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, the creature can magically teleport up to 30 feet to an unoccupied space it can see. Moving in this manner does not provoke attacks of opportunity.
Night Music (Level 14)
At 14th level, you can imbue your spellcasting with the full energy and terror of night. When you cast a spell, you can spend your reaction to also choose a number of creatures within 60 feet of you who saw and heard you cast the spell, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Charisma saving throw against your spell save DC or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
College of Shadows
College of Shadows (Level 3)
Some bards are as proficient in the art of espionage as they are in poetry and song. Their primary medium is information and secrets, though they are known to slip a dagger between ribs when necessary. Masters of insight and manipulation, these bards use every tool at their disposal in pursuit of their goals, and they value knowledge above all else. The more buried a secret, the deeper they delve to uncover it. Knowledge is power; it can cement empires or topple dynasties.
College of Shadows bards undergo careful training before they're sent out into the world. Skilled in both music and manipulation, they're the perfect blend of charm and cunning. The tricks they learn in their tutelage make them ideal for the subtle work of coaxing out secrets, entrancing audiences, and dazzling the minds of their chosen targets.
Bonus Proficiencies
When you join the College of Shadows at 3rd level, you gain proficiency in Stealth and in two other skills of your choice.
Mantle of Shadows
Starting at 3rd level, while you are in dim light or darkness, you can use an action to twist the shadows around you for 1 minute or until your concentration ends. For the duration, you have advantage on Dexterity (Stealth) checks, and you can take the Dash action as a bonus action on each of your turns.
Cunning Insight (Level 6)
Starting at 6th level, you know exactly where to hit your enemies. You can use an action to focus on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. You can use this feature as a bonus action if you expend a Bardic Inspiration die. If you do, roll the die and subtract the number rolled from the target's saving throw roll. If the target fails the saving throw, choose one of the following:
You have advantage on your next attack roll against the target.
You know the target's damage vulnerabilities
You know the target's damage resistances and damage immunities.
You know the target's condition immunities.
You see through any illusions obscuring or affecting the target for 1 minute.
Shadowed Performance (Level 14)
Starting at 14th level, you are a master at weaving stories and influencing the minds of your audience. If you perform for at least 1 minute, you can attempt to make or break a creature's reputation by relaying a tale to an audience through song, poetry, play, or other medium. At the end of the performance, choose a number of humanoids who witnessed the entire performance, up to a number equal to 1 plus your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, a target suffers one of the following (your choice):
For 24 hours, the target believes the tale you told is true and will tell others the tale as if it were truth.
For 1 hour, the target believes someone nearby knows their darkest secret, and they have disadvantage on Charisma, Wisdom, and Intelligence ability checks and saving throws as they are distracted and overcome with paranoia.
The target becomes convinced that you (or one of your allies if you choose to sing the praises of another) are a fearsome opponent. For 1 minute, the target is frightened of you (or your ally), and you (or your ally) have advantage on attack rolls against the target.
A remove curse or greater restoration spell ends this effect early. You can't use this feature again until you finish a short or long rest.
College of Shanties
College of Shanties (Level 3)
The College of Shanties is an \"informal\" college, a loose community of tradesmen that work in environments with harsh, repetitive labor. Far from studying theory or undertaking long apprenticeships, a shantyman learns practical skills on the job.
It's a common turn of phrase that \"a good shantyman is worth four extra hands on the rope.\" The bards of this college support their allies by working alongside them and leading by example. They know the perfect tune for every situation, from drinking and carousing (skills they generally excel at) to working and fighting.
Three Sheets to the Wind
When you join the College of Shanties at 3rd level, you gain proficiency with brewer's supplies and you can choose to use a mug or tankard as a spellcasting focus for your bard spells in place of a musical instrument.
Your quick wit has been known to get you both in and out of trouble. You learn the vicious mockery cantrip, which doesn't count against the number of bard cantrips you know. If you already know this cantrip, then you learn a different bard cantrip of your choice.
Blow the Man Down
At 3rd level, you gain the ability to coordinate your allies with raucous songs. As a bonus action, you can expend one use of your Bardic Inspiration to start performing a sea shanty, choosing from one of the following options.
The performance lasts for up to 1 minute or until your concentration ends (as if you were concentrating on a spell), and can be used on any creature that can hear you within 15 feet of you. It ends early if you are incapacitated, become unable to speak, start a new performance, or end it voluntarily (no action required).
Haul Away, Joe
When a creature within range provokes an opportunity attack, you can use your reaction to impose disadvantage on the attack roll.
Blood Red Roses
When a creature within range makes a melee attack roll and misses, you can use a reaction to allow it to reroll the attack roll against a different target within range.
Fiddler's Green
When a creature within range makes an ability check, you can use your reaction to add your Charisma modifier to the roll.
Strike the Bell
When a creature within range makes a Constitution saving throw to maintain concentration on a spell, you can use your reaction to impose disadvantage on the saving throw.
Drunken Sailor
When a hostile creature within range misses you or an ally with an attack, you can use your reaction to cast vicious mockery, targeting that creature.
The range of your performance improves when you reach certain levels in this class, increasing to 20 feet at 5th level, 25 feet at 10th level, and 30 feet at 15th level.
Know the Ropes (Level 6)
At 6th level, you've learned to keep perfect tempo while you focus on the task at hand. You no longer need to concentrate on your shanty performances.
In addition, you gain the ability to weave your shanties with the disruptive power of your Countercharm ability. While you are performing, any ally in range is affected by your Countercharm.
Sea Medley (Level 14)
At 14th level, your mastery of the form allows you to seamlessly flow from one song to another. When you start your performance you can choose two options instead of one.
Additionally, while you are performing, each creature of your choice within range gain a bonus to Performance checks equal to your Charisma modifier (minimum of +1).
College of Shanties
College of Shanties (Level 3)
The College of Shanties is an \"informal\" college, a loose community of tradesmen that work in environments with harsh, repetitive labor. Far from studying theory or undertaking long apprenticeships, a shantyman learns practical skills on the job.
It's a common turn of phrase that \"a good shantyman is worth four extra hands on the rope.\" The bards of this college support their allies by working alongside them and leading by example. They know the perfect tune for every situation, from drinking and carousing (skills they generally excel at) to working and fighting.
Three Sheets to the Wind
When you join the College of Shanties at 3rd level, you gain proficiency with brewer's supplies and you can choose to use a mug or tankard as a spellcasting focus for your bard spells in place of a musical instrument.
Your quick wit has been known to get you both in and out of trouble. You learn the vicious mockery cantrip, which doesn't count against the number of bard cantrips you know. If you already know this cantrip, then you learn a different bard cantrip of your choice.
Blow the Man Down
At 3rd level, you gain the ability to coordinate your allies with raucous songs. As a bonus action, you can expend one use of your Bardic Inspiration to start performing a sea shanty, choosing from one of the following options.
The performance lasts for up to 1 minute or until your concentration ends (as if you were concentrating on a spell), and can be used on any creature that can hear you within 15 feet of you. It ends early if you are incapacitated, become unable to speak, start a new performance, or end it voluntarily (no action required).
Haul Away, Joe
When a creature within range provokes an opportunity attack, you can use your reaction to impose disadvantage on the attack roll.
Blood Red Roses
When a creature within range makes a melee attack roll and misses, you can use a reaction to allow it to reroll the attack roll against a different target within range.
Fiddler's Green
When a creature within range makes an ability check, you can use your reaction to add your Charisma modifier to the roll.
Strike the Bell
When a creature within range makes a Constitution saving throw to maintain concentration on a spell, you can use your reaction to impose disadvantage on the saving throw.
Drunken Sailor
When a hostile creature within range misses you or an ally with an attack, you can use your reaction to cast vicious mockery, targeting that creature.
The range of your performance improves when you reach certain levels in this class, increasing to 20 feet at 5th level, 25 feet at 10th level, and 30 feet at 15th level.
Know the Ropes (Level 6)
At 6th level, you've learned to keep perfect tempo while you focus on the task at hand. You no longer need to concentrate on your shanty performances.
In addition, you gain the ability to weave your shanties with the disruptive power of your Countercharm ability. While you are performing, any ally in range is affected by your Countercharm.
Sea Medley (Level 14)
At 14th level, your mastery of the form allows you to seamlessly flow from one song to another. When you start your performance you can choose two options instead of one.
Additionally, while you are performing, each creature of your choice within range gain a bonus to Performance checks equal to your Charisma modifier (minimum of +1).
College of Sincerity
College of Sincerity (Level 3)
Bards of the College of Sincerity know it is easier for someone to get what they want when they mask their true intentions behind a pleasant façade. These minstrels gain a devoted following and rarely lack for company. Some of their devotees go so far as to put themselves at the service of the bard they admire. Though members of the college can be found as traveling minstrels and adventuring troubadours, they gravitate to large urban areas where their silver tongues and mind-bending performances have the greatest influence. Devious rulers sometimes seek out members of the college as counsellors, but the rulers must be wary lest they become a mere pawn of their new aide.
Entourage
When you join the College of Sincerity at 3rd level, you gain the service of two commoners. Your entourage is considered charmed by you and travels with you to see to your mundane needs, such as making your meals and doing your laundry. If you are in an urban area, they act as your messengers and gofers. When you put on a performance, they speak your praises and rouse the crowd to applause. In exchange for their service, you must provide your entourage a place to live and pay the costs for them to share the same lifestyle as you.
Your entourage doesn't join combat or venture into obviously dangerous areas or situations. If you or your companions abuse or mistreat your entourage, they leave your service immediately. If this occurs, you can gain the service of a new entourage by traveling to a different urban area where you must perform at least 1 hour each day for one week.
You gain another commoner at 6th level, and a final one at 14th level. If you prefer, instead of gaining a new commoner at 6th level, one member of your entourage can become a guard. At 14th level, if you have a guard, it can become your choice of a spy or veteran, instead of taking on a new commoner. If one member of your entourage becomes a guard, spy, or veteran, that person accompanies you into dangerous situations, but they only use the Help action to aid you, unless you use a bonus action to direct them to take a specific action. At the GM's discretion, you can replace the guard with another humanoid of CR 1/8 or lower, the spy with another humanoid of CR 1 or lower, and the veteran with another humanoid of CR 3 or lower.
Kind-Eyed Smile
Also at 3rd level, when you cast an enchantment spell, such as charm person, your target remains unaware of your attempt to affect its mind, regardless of the result of its saving throw. When the duration of an enchantment spell you cast ends, your target remains unaware that you enchanted it. If the description of the spell you cast states the creature is aware you influenced it with magic, it isn't aware you enchanted it unless it succeeds on a Charisma saving throw against your spell save DC.
Lingering Presence (Level 6)
Starting at 6th level, if a creature fails a saving throw against an enchantment or illusion spell you cast, it has disadvantage on subsequent saving throws it makes to overcome the effects of your spell. For example, a creature affected by your hold person spell has disadvantage on the saving throw it makes at the end of each of its turns to end the paralyzed effect.
Artist of Renown (Level 14)
At 14th level, you can expend a Bardic Inspiration die to cast an enchantment spell you don't know using one of your spell slots. When you do so, you must be able to meet all of the spell's requirements, and you must have an available spell slot of sufficient level.
You can't use your Font of Inspiration feature to regain Bardic Inspiration dice expended to cast spells with this feature after a short rest. Bardic Inspiration dice expended by this feature are regained only after you finish a long rest.
College of Sirens
College of Sirens (Level 3)
While most bards master their art on dry land, some discover their talents while at sea. Known as Sirens, these bards are more comfortable on the deck of a boat then the stage in a tavern, and are quick to motivate their friends with a rousing sea shanty, or sap their foes with dreadful dirges of despair.
Sea Legs
When you join this College at 3rd level, you gain a climbing speed and swimming speed equal to your movement speed, and you can hold your breath underwater for a number of minutes equal to 10 + your Constitution modifier.
Song of the Sea
Also starting at 3rd level, you can use your song to call forth the spirits of those who have drowned at sea. At the end of a long rest, you can perform a mournful song that summons a Drowned Phantom. When you do so, you choose to summon the spirit of a Cook, Gunner, or Oarsman, which determines its abilities. The Drowned Phantom is friendly to you, obeys your commands, and uses the Drowned Phantom stat block, which uses your proficiency bonus (PB) in several places.
In combat, the Phantom acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use a bonus action on your turn to command it to take one of the actions from its stat block, or another action. If you are incapacitated, it can take any action it chooses, often choosing to protect you.
If your Phantom was destroyed within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, it returns from beyond the veil with its hit points restored.
Siren's Curse (Level 6)
Your mournful songs of the sea can mark your foes for death. Beginning at 6th level, when you use Countercharm, you can mark one enemy creature within its range for death. While your Countercharm is active, your Phantom has advantage on its attack rolls against the marked creature, and the marked creature has disadvantage on any saving throw your Phantom forces it to make.
Ghastly Wail (Level 14)
You can banish your Drowned Phantoms back to their watery graves with a horrible screech. Starting at 14th level, you can use a bonus action to banish your Phantom back to its grave, completely destroying it in the process. As it dies, it lets out a horrifying wail, forcing creatures of your choice that can hear the Phantom within 30 feet to make a Wisdom saving throw. Creatures take 6d8 thunder damage on failed save, and half as much thunder damage on a successful save.
College of Spectacle
College of Spectacle (Level 3)
While many bards show what they have learned in various colleges through song and speech, members of the College of Spectacle are more interested in amazing the world through their physical feats. The only thing brighter than the torches flying through the air, or the light reflected in the knives dancing above the jugglers' head, are the eyes of onlookers, be it children enjoying the wondrous show, or the teary ones that realized that today, they are a part of the performance.
Circus Education (Level 3)
When you join the College of Spectacle at 3rd level, you gain proficiency in acrobatics and performance. If you are already proficient in one of those skills, you may choose another skill to gain proficiency instead. If you are proficient with a simple or martial weapon, you can use it as a spellcasting focus for your bard spells.
Juggling (Level 3)
Starting at 3rd level, you gain the ability to juggle weapons that have the light and thrown property. As an action, you may add weapons to your hand to start juggling, up to the maximum amount you can juggle (2 + Dexterity modifier, minimum of 3).
As a bonus action, you can roll a bardic inspiration die and magically recover weapons you have thrown within the last minute back into your inventory equal to the number rolled.
Whenever you take damage while juggling, get moved against your will or are negatively affected by a spell (at the DM's discretion), you must succeed on a dexterity saving throw to continue juggling. The DC equals 10 or half the damage you take, whichever number is higher. If you fail the saving throw, you drop all the weapons you are currently juggling to the ground. You automatically fail the saving throw if you are grappled, restrained or incapacitated.
For each weapon that is being juggled, the damage of throwing weapons increase by +2. This bonus increases to +3 at 6th level and +4 at 14th level. You may also use dexterity instead of strength when determining the hit and damage roll of weapons thrown this way.
Magnificent Magnetism (Level 6)
Starting at 6th level, if you perform an attack while juggling, you may warp the weapon you threw back into your hand if it hit a creature.
Additionally, weapons returned back into your inventory via the juggling feature may immediately be returned back into your hands.
Grand Finale (Level 14)
Starting at 14th level, while you are juggling the maximum amount of weapons you can juggle, you have advantage on saving throws to maintain your juggling.
Additionally, you may use an action to throw all the weapons you are currently juggling at a single target. Weapons thrown using this feature do not benefit from the Magnificent Magnetism class feature. Make a separate attack roll for each weapon thrown. The bonus damage granted by Juggling decreases with each throw. You may use this feature once and you regain all expended uses each time you finish a long rest.
College of Spies
College of Spies (Level 3)
Eberron is a world ravaged by recent conflict, and an uneasy peace holds over the land in a cold war. No one knows who or what caused the Mourning, so no country is willing to risk making the first move... at least not overtly. Thus, bards of the College of Spies have honed the art of diplomacy and cunning, and were invaluable during the Last War as secret agents and information gatherers.
The Dark Lanterns of Galifar were the first to hone the bard's social graces to a keen dagger. By the time the Last War broke out, espionage was a widespread tradition across the Five Nations. The Dark Lanterns of Breland have traditionally maintained the highest numbers of this college, but the Royal Eyes of Aundair and the remains of the Fifth Crown of Cyre are just as proactive in recruitment as their Brelish counterparts. Houses Phiarlan and Thuranni also have strong traditions of Spy bards.
Unknown to Khorvaire, the Thousand Eyes of Riedra have also perfected a variant of this college that uses psionic, not arcane magic. These agents have likely infiltrated the governments of the Five Nations and beyond.
Suave Spellcasting
When you join the College of Spies at 3rd level, you gain the ability to cloak your spellcasting in charming conversation. You can expend one use of your Bardic Inspiration when you cast a spell to cast it without somatic components. In addition, any vocal component is audible but indistinguishable from casual conversation.
Devious Disguise
Starting at 3rd level, your ruse is indiscernible to all but the most astute observers. You gain the following benefits:
You have advantage on all ability checks made to maintain your disguise as another person.
You gain proficiency with a disguise kit. If you already have this proficiency, you gain proficiency with one tool of your choice.
You add the spell disguise self to your spells known, but it does not count against your normal number of bard spells known. If you already know this spell, you can instead add another spell from the bard spell list to your spells known, which must be of a level for which you have spell slots. In addition, when you cast disguise self using a spell slot of 2nd level, the duration increases to 8 hours. When you use a spell slot of 3rd level or higher, the duration increases to 24 hours.
Compelling Conspirator (Level 6)
Beginning at 6th level, your honeyed words are irresistible to receptive ears. Any time that you expend a Bardic Inspiration using your Suave Spellcasting feature to cast an enchantment spell, you can choose one creature that can hear you to have disadvantage on its saving throw against that spell.
Dastardly Deceiver (Level 6)
At 6th level, you add the spell alter self to your spells known, but it does not count against your normal number of bard spells known. If you already know this spell, you can intesad add another spell from the bard spell list to your spells known, which must be of a level for which you have spell slots. In addition, when you cast alter self using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, the spell's duration becomes 24 hours and it no longer requires concentration.
Persuasive Push (Level 14)
At 14th level, you've learned the secrets to how minds work and, more importantly, how to manipulate them. As an action, you can cast the suggestion spell with no components other than speaking aloud the suggested course of activity. When you cast the spell in this manner, it does not require concentration.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
College of Spirits
College of Spirits (Level 3)
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.
Guiding Whispers
3rd-level College of Spirits feature
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.
Spiritual Focus
3rd-level College of Spirits feature
You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
Tales from Beyond
3rd-level College of Spirits feature
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.
If the tale requires a saving throw, the DC equals your spell save DC.
| Bardic Insp. Die | Tale Told Through You |
|---|---|
1 | Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die. |
2 | Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. |
3 | Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. |
4 | Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. |
5 | Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. |
6 | Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC. |
7 | Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. |
8 | Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn. |
9 | Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. |
10 | Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. |
11 | Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. |
12 | Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. |
Spirit Session (Level 6)
6th-level College of Spirits feature
Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.
Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.
Mystical Connection (Level 14)
14th-level College of Spirits feature
You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Spirit Tales
Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.
College of Springtide
College of Springtide (Level 3)
From the desolation of winter comes the rebirth of spring. The smell of rain and earth hanging in the air, the first bloom of green after the silent pale of winter, and the rushing waters of snowmelt. These tides of change teach bards to inspire and refresh their allies like rain, and wield power that crashes upon their foes like a sudden squall.
Like the spring from which they blossom, Bards of the College of Springtide learn of endings and renewal, for no growth can come from a dead and overgrown place. But as their powers of rejuvenation swell, so too does their talent for overwhelming force, like unstoppable floods brought by spring storms.
Blooming Repertoire
When you join the College of Springtide at 3rd level, you approach each day with a new and reinvigorated mindset. After finishing a long rest, you gain proficiency in one skill and a tool of your choice. When you finish a long rest, you can change these proficiencies.
Additionally, you learn the cure wounds spell. If you already know that spell, you can learn one other bard spell of 1st level that you don't already know. The spell you learn doesn't count against the number of bard spells you know.
Petrichor
Also at 3rd level, you learn to infuse your Bardic Inspiration with the calming aftermath of early morning rain. When you give a Bardic Inspiration die to a creature affected by an effect that a saving throw can end, the creature can immediately make a saving throw to end the effect.
Downpour Respite (Level 6)
Your presence is like a midday drizzle, refreshing your allies and disheartening your enemies. Beginning at 6th level, if you deal damage to a creature, the next time you cast the cure wounds spell before the end of your next turn, you can cast the spell as a bonus action.
Additionally, creatures that benefit from your Song of Rest regain additional hit points equal to your Charisma modifier.
Storm Song (Level 14)
Your words bear down with the weight of the storm, growing in devastation, renewed by its persistent and monolithic nature. Starting at 14th level, once per round when you or an ally within 60 feet of you scores a critical hit or reduces one or more creatures to 0 hit points, you can use your reaction to regain a use of Bardic Inspiration. You can use this feature a number of times per day equal to your Charisma modifier. You regain all uses of this feature when you finish a long rest.
College of Superstars
College of Superstars (Level 3)
The College of Superstars is home to the most ambitious performers, artists, singers, and dancers. Bards of this college seek to dazzle audiences with their brilliance and talent, competing endlessly with one another to become the world's brightest star.
Steal the Show
When you join the College of Superstars at 3rd level, you learn use your performance to cover for your allies. When a creature you can see within 30 feet of you makes an attack roll or ability check, you can use your reaction to steal the show. Make a Charisma (Performance) check and replace the original attack roll or ability check with the result, even if it is lower.
Once you use this feature, you must finish a long rest before you can use it again.
Live Show
Starting at 3rd level, you hone your ability to shine as a performer.
If you perform for at least 10 minutes, you can attempt to inspire awe in your audience by singing, acting, dancing, or speaking. At the end of your performance, choose a number of creatures equal to your Charisma modifier (minimum of one). Each creature gains a d4 Bardic Inspiration die. This die lasts for a number of hours equal to your Charisma modifier (minimum of one), instead of 10 minutes. Using this feature does not expend any uses of your Bardic Inspiration.
Once you use this feature, you must finish a long rest before you can use it again.
Star Power (Level 6)
At 6th level, you learn to use your renown as a performer to your advantage. When you make an ability check using Charisma, you can expend a use of your Bardic Inspiration as a reaction and add the die to the check.
Idol's Aura (Level 14)
At 14th level, your mere presence is enough to sweep most off their feet. As an action, you can expend one use of your Bardic Inspiration to exude an aura around you.
For 1 minute, whenever you or a friendly creature within 10 feet of you must make an attack roll, ability check, or saving throw, the creature gains a bonus to the roll equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
College of Superstars
College of Superstars (Level 3)
The College of Superstars is home to the most ambitious performers, artists, singers, and dancers. Bards of this college seek to dazzle audiences with their brilliance and talent, competing endlessly with one another to become the world's brightest star.
Steal the Show
When you join the College of Superstars at 3rd level, you learn use your performance to cover for your allies. When a creature you can see within 30 feet of you makes an attack roll or ability check, you can use your reaction to steal the show. Make a Charisma (Performance) check and replace the original attack roll or ability check with the result, even if it is lower.
Once you use this feature, you must finish a long rest before you can use it again.
Live Show
Starting at 3rd level, you hone your ability to shine as a performer.
If you perform for at least 10 minutes, you can attempt to inspire awe in your audience by singing, acting, dancing, or speaking. At the end of your performance, choose a number of creatures equal to your Charisma modifier (minimum of one). Each creature gains a d4 Bardic Inspiration die. This die lasts for a number of hours equal to your Charisma modifier (minimum of one), instead of 10 minutes. Using this feature does not expend any uses of your Bardic Inspiration.
Once you use this feature, you must finish a long rest before you can use it again.
Star Power (Level 6)
At 6th level, you learn to use your renown as a performer to your advantage. When you make an ability check using Charisma, you can expend a use of your Bardic Inspiration as a reaction and add the die to the check.
Idol's Aura (Level 14)
At 14th level, your mere presence is enough to sweep most off their feet. As an action, you can expend one use of your Bardic Inspiration to exude an aura around you.
For 1 minute, whenever you or a friendly creature within 10 feet of you must make an attack roll, ability check, or saving throw, the creature gains a bonus to the roll equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
College of Swords
College of Swords (Level 3)
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
Blade Flourish
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master's Flourish (Level 14)
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
College of Tactics
College of Tactics (Level 3)
Bards of the College of Tactics are calculating strategists who scour historical records of famous battles for tricks they can use to give their own troops, and those of their patrons, an edge on the battlefield. Members of this college travel from war zone to combat site and interview the veterans of those engagements, trying to discern how the victors won the day and leveraging that information for their personal glory.
Combat Tactician
When you join the College of Tactics at 3rd level, you gain proficiency with medium armor, shields, and one martial weapon of your choice. In addition, you can use Bardic Inspiration a number of times equal to your Charisma modifier (a minimum of 1) + your proficiency bonus. You regain expended uses when you finish a long rest (or short rest if you have the Font of Inspiration feature), as normal.
Setting the Board
Also at 3rd level, you can move your allies into more advantageous positions, just as a general moves troop markers on a map. As a bonus action, you can command up to three willing allies who can see or hear you to use a reaction to move. Each target can move up to half its speed. This movement doesn't provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Song of Strategy (Level 6)
Beginning at 6th level, you can share your tactical knowledge with your allies in the heat of battle. A creature that has a Bardic Inspiration die from you can roll that die and perform one of the following strategies. For the purpose of these strategies, "you" refers to the creature with the Bardic Inspiration die.
Bait and Bleed
If you take the Dodge action, you can make one melee attack against a creature that is within 5 feet of you, adding the number rolled to your attack roll.
Counter Offensive
If you take damage from a creature, you can use your reaction to make one attack against your attacker, adding the number rolled to your attack roll. You can't use this strategy if the attacker is outside your weapon's normal range or reach.
Distraction
You can take the Disengage action as a bonus action, increasing your speed by 5 feet × the number rolled.
Frightening Charge
If you take the Dash action, you can make one melee attack at the end of the movement, adding the number rolled to your attack roll. If the attack is a critical hit, the target is frightened until the start of your next turn.
Hold Steady
If you take the Ready action and the trigger for the readied action doesn't occur, you can make one weapon or spell attack roll after all other creatures have acted in the round, adding the number rolled to the attack roll.
Indirect Approach
If you take the Help action to aid a friendly creature in attacking a creature within 5 feet of you, the friendly creature can add the number rolled to their attack roll against the target, and each other friendly creature within 5 feet of you has advantage on its first attack roll against the target.
Ablative Inspiration (Level 14)
Starting at 14th level, when you take damage from a spell or effect that affects an area, such as the fireball spell or a dragon's breath weapon, you can expend one use of your Bardic Inspiration as a reaction to redirect and dissipate some of the spell's power. Roll the Bardic Inspiration die and add the number rolled to your saving throw against the spell. If you succeed on the saving throw, each friendly creature within 10 feet of you is also treated as if it succeeded on the saving throw.
College of the Ancients
College of the Ancients (Level 3)
Bards of the College of the Ancients have deep knowledge in the area of nature magic, and they often wander the wilderness, collecting knowledge on the magic of the earth. They are most often wandering singers and skalds, traveling through ancient forests and long abandoned roads, often singing to nobody at all. They wish, first and foremost, to protect and honor nature. They tell tales of great floods and good harvests, tremendous storms and frightening gales. They learn to be one with nature.
Bonus Proficiencies
When you join the College of the Ancients at 3rd level, you gain proficiency with medium armor, shields, and the Nature skill.
Words of the Ancients
Also at 3rd level, you learn how to command plants to sprout up and grasp at the heels of your foes, impeding their movement.
When a creature that you can see within 60 feet of you begins moving, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and reducing the creature's speed by a number of feet equal to the number rolled x 5 until the end of their turn. This cannot reduce a creature's speed below 5 feet.
Hand of the Ancients (Level 6)
Starting at 6th level, you can cast Gaea's hand at will, without expending a spell slot or material components.
Song of Awakening (Level 14)
At 14th level, you learn an ancient melody that can awaken a small non-magical shrub. While standing next to a shrub, you may sing for 1 minute and roll a Bardic Inspiration die, awakening the shrub and adding the number rolled as temporary hit points for the creature, which uses the statistics for the awakened shrub. The shrub remains awakened and under your command until you complete a long rest, at which point it returns to being a normal plant.
As a bonus action on your turn, you can command any shrubs awakened with this feature to move and use their actions. Additionally, whenever you cast a spell, an awakened shrub can deliver the spell as if it had cast the spell. The shrub must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
College of the Apocalypse
College of the Apocalypse (Level 3)
Apocalypse bards are masters at conjuring forth the ancient powers of eldritch gods, summoning forth their otherworldly might to wreak havoc on the mortal realm. All who hear their aberrant harmonies fear and revere them—they understand that with a single whisper, these bards can cause the end of all things. Apocalypse bards are often found on the front lines of battle, their music serving as a rallying cry for their allies and a death knell for their enemies. With each stanza they produce, a member of the College of the Apocalypse draws closer to the ultimate revelation of the horrors that lie beyond the veil. Many fear the day when they will finally succumb to the madness that gnaws within their mind.
As they progress in their studies, members of this bard college gain the ability to summon forth devastating powers with their music. They can call down swarms of pain, tear open rifts in reality, and unleash waves of madness upon their foes. They know the apocalypse is coming, for they are the ones bringing it.
Endless Symphony
When you join the College of the Apocalypse at 3rd level, and again at 6th and 14th level, you gain another use of your Bardic Inspiration feature.
In exchange, your Bardic Inspiration die doesn't change at 5th level, remaining a d6; it becomes a d8 at 10th level, and a d10 at 15th level.
Eldritch Choir
At 3rd level, you understand how to use your bardic magic to conjure forth the power of the Great Ones. You learn two Eldritch Melodies of your choice, which are detailed under "Eldritch Melodies" below. A level prerequisite refers to your level in this class. You can use a melody as an action, expending one use of your Bardic Inspiration. After you use a melody, you can't use that melody again until you finish a short or long rest. If a melody requires a saving throw, it uses your spell save DC. For a creature to become affected by one of your melodies, it must be able to hear you when you take the action.
You learn one additional Eldritch Melody of your choice at 6th and 14th level.
When you finish a long rest, you can delve into what lies beyond the veil, replacing one or more melodies you know with another one. Each time you attempt to replace a melody, make a DC 17 Charisma saving throw. On a failed save, you lose control over your mental journey into the void; you gain one short-term madness, don't replace that melody, and you can't replace any other melodies until you finish a long rest.
Knowledge from Beyond the Stars (Level 6)
At 6th level, the maddening revelations that haunt your mind guide you through the treacherous void. You learn to speak, read, and write Deep Speech. Additionally, whenever you make an Intelligence check that relates to the cosmos or the eldritch, you gain a bonus on that check equal to one roll of your Bardic Inspiration die (this doesn't expend the die).
Devouring Maw (Level 6)
Starting at 6th level, your words can call beings from beyond the veil. When a creature that possesses a Bardic Inspiration die from you is targeted by an attack, it can use its reaction to expend the die, summoning an eldritch maw that engulfs and protects it. Until the start of its next turn, it gains a bonus to its AC equal to the number rolled. If this causes the triggering attack to miss, the targeted creature can choose to be ripped through space by the maw, teleporting it to a point within 30 feet of it that it can see; if it does so, it loses the bonus to its AC.
Song of the Apocalypse (Level 14)
Starting at 14th level, you learn the spell divine order: transcend. It doesn't count against the number of spells you know. You can also cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast the spell in this way, the apocalypse flows through you; damage can't break your concentration on this spell, and you automatically succeed on the saving throws to keep control over the spell.
College of the Bae'Qeshel
College of the Bae'Qeshel (Level 3)
Telphraezzar
Ask ten bards from any part of the realms where bardcraft came from, and you'll more than likely get 12 distinctly different answers. Some say that the various musical instruments and spells used by Bard's came from the different planes in ways not unlike the ways wizardly and divine magic made their way to Faerun in the early days of its existence. Regardless, Bardcraft has shown itself to be a way to access the vast arcane powers of The Weave through the power of song in a way that is distinctly different from arcane and diving schools of thought. In time, bardcraft eventually organized itself into the schools and colleges that are known throughout Faerun today. At least, on the surface of Faerun.
While it does not exactly mirror the world above it, Faerun's Underdark has its own peoples, cities and cultures that have their own take on arcane, divine, and yes, bardic magic based on the properties of the Underdark and the deities that its denizens worship. This includes the most notorious of Underdark residents, the drow, and the exceedingly rare form of bardcraft embedded in their own culture, that of the ancient drow sect, the Bae'qeshel Telphraezzar, The Whisperers Of The Dark Queen.
A Brief History
It is speculated that the Bae'qeshel Telphraezzar originated in the ancient Ilythiiri city of Atorrnash and that the archmage Ka'Narlist had sponsored the growth of (under the not so subtle influence of Lolth) these dark bards as a way to promote the worship of Lolth over Ghaunadaur in the ancient dark elf city. After the Fourth Crown War and the Ilythiiri were banished to the Underdark, forever being known as the dhaerow (traitors), only a small group of these dark minstrels remained as drow culture began to become more centered around the divine communion with Lolth that it is known for today.
The Bae'Qeshel Today
As the drow society matured and created academies for its wizards, swordsmen and clergy, the bae'qeshel remained a small secret sect of minstrels that kept their existence out of the public drow eye. As drow society became more matriarchal, study of the bae'qeshel lore became limited to females and even then, was passed down from one bae'qeshel in a house to another, only inducting one dark whisper into what had become a secret sisterhood once per generation.
While calling the ways of the Dark Minstrels a 'bardic college' may be a misnomer at this point, its practices are spreading and may result in a formal school or guild related to this style of bardcraft establishing itself in time.
RESTRICTION:ELVISH SPEAKERS ONLY
The Bae'Qeshel is a young baric college that still has strong ties to drow culture. As such, its songs have yet to be translated into the common tongue and can currently only be properly commanded in elvish. Your DM can lift this restriction to better suit your campaign. The restriction reflects the story of the Bae'Qeshel in the author's version of the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.
When you choose this college at 3rd level, you learn songs that are fueled by bardic inspiration dice.
Bae'Qeshel Songs
You learn two songs of your choice, which are detailed under "Songs" below. Many songs enhance an attack in some way. You can use only one song per attack. The range of each song is 60 feet unless otherwise noted. You learn two additional songs of your choice at 6th and 10th level. Each time you learn new songs, you can also replace one song you know with a different one.
Songs are presented in alphabetical order.
Aria Of Discordance
You can spend an inspiration die and use your Action to show your command over music to sing the Aria of The Bae'qeshel, creating a cone of sonic force. Each creature in a 30-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes the result of your inspiration die in thunder damage and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 5 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 150 feet.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants thunder damage equal to the result of its roll and an additional 5 feet of push as part of the spell effect.
Dark Minstrel's Lullaby
When you hit a creature with a weapon attack, you can you use your bonus action to expend one inspiration die to attempt to inflict additional poison damage equal to the result of the inspirational die roll.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants poison damage equal to the result of its roll. In addition, when two or more inspiration dice are used the target must make a constitution save against your Bardic Spell Save DC or be poisoned for 1 minute.
Disarming Trill
When you hit a creature with a spell or weapon attack, you can expend one inspiration die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the inspiration die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Hymn Of Intimidation
When you hit a creature with a spell or weapon attack, you can spend your bonus action to expend one inspiration die to attempt to frighten the target. You add the inspiration die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Lyric Of The Lingering Laggard
When you hit a creature with a spell or weapon attack, you can spend your bonus action to spend one inspiration die to attempt to slow the creature's movement. The creature must succeed on a Wisdom saving throw or have its movement halved on the next move action it takes.
Provoking Chorus
You use your Action to direct one of your companions to strike. When you do so, choose a friendly creature who hear you and expend one inspiration die. That creature can immediately use its reaction to make one weapon attack, adding the inspiration die to the attack's damage roll.
Psalm Of The Silent Deceiver
You use your bonus action to spend the one bardic inspiration die to grant yourself advantage on Stealth and Deception checks for 1 minute, adding the result of the bardic inspiration die roll to the higher 1d20 roll.
Shielding Melody
When you move, you can use your bonus action expend one inspiration die, rolling the die and adding the number rolled to your AC until you stop moving.
Sonic Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one inspiration die to make a spell attack against the creature's AC. If you hit, you do thunder damage equal to the result of inspiration die roll plus your charisma modifier.
Song Of The Whimpering Strike
You use your bonus action to spend the one bardic inspiration die to weaken your target's next successful melee attack. If the target does not make a successful wisdom saving throw, it rolls twice the damage dice on the next melee attack it hits on, but takes the lower result for each damage dice of the melee attack.
Verse Of The Vigorous Champion
On your turn, you can use a bonus action and expend one inspiration die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can hear you. That creature gains temporary hit points equal to the inspiration die roll.
Bard Inspiration Dice
You use your Bae'Qeshel songs at the cost of your Bardic Inspiration dice. An inspiration die is expended when you use it for a Bae'Qeshel song or for the use of your Bardic Inspiration ability. The number of Bardic Inspiration dice you get, their size, as well as when you replenish them follow the same rules for the Bard Class as mentioned in the Player's Handbook.
Saving Throws
Some of your songs require your target to make a saving throw to resist the song's effects. The saving throw DC your bard Spell save DC unless otherwise mentioned.
Bonus Proficiencies (Level 3)
When you join the College of The Bae'Qeshel at 3rd level, you gain proficiency in the Stealth and Deception skills, as well as martial weapons.
Bae'Qeshel Songs (Level 6)
You learn two additional songs of your choice for a total of 4, which are detailed under "Songs" below. Many songs enhance an attack in some way. You can use only one song per attack. The range of each song is 60 feet unless otherwise noted. Each time you learn new songs, you can also replace one song you know with a different one.
Songs are presented in alphabetical order.
Aria Of Discordance
You can spend an inspiration die and use your Action to show your command over music to sing the Aria of The Bae'qeshel, creating a cone of sonic force. Each creature in a 30-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes the result of your inspiration die in thunder damage and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 5 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 150 feet.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants thunder damage equal to the result of its roll and an additional 5 feet of push as part of the spell effect.
Dark Minstrel's Lullaby
When you hit a creature with a weapon attack, you can you use your bonus action to expend one inspiration die to attempt to inflict additional poison damage equal to the result of the inspirational die roll.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants poison damage equal to the result of its roll. In addition, when two or more inspiration dice are used the target must make a constitution save against your Bardic Spell Save DC or be poisoned for 1 minute.
Disarming Trill
When you hit a creature with a spell or weapon attack, you can expend one inspiration die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the inspiration die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Hymn Of Intimidation
When you hit a creature with a spell or weapon attack, you can spend your bonus action to expend one inspiration die to attempt to frighten the target. You add the inspiration die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Lyric Of The Lingering Laggard
When you hit a creature with a spell or weapon attack, you can spend your bonus action to spend one inspiration die to attempt to slow the creature's movement. The creature must succeed on a Wisdom saving throw or have its movement halved on the next move action it takes.
Provoking Chorus
You use your Action to direct one of your companions to strike. When you do so, choose a friendly creature who hear you and expend one inspiration die. That creature can immediately use its reaction to make one weapon attack, adding the inspiration die to the attack's damage roll.
Psalm Of The Silent Deceiver
You use your bonus action to spend the one bardic inspiration die to grant yourself advantage on Stealth and Deception checks for 1 minute, adding the result of the bardic inspiration die roll to the higher 1d20 roll.
Shielding Melody
When you move, you can use your bonus action expend one inspiration die, rolling the die and adding the number rolled to your AC until you stop moving.
Sonic Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one inspiration die to make a spell attack against the creature's AC. If you hit, you do thunder damage equal to the result of inspiration die roll plus your charisma modifier.
Song Of The Whimpering Strike
You use your bonus action to spend the one bardic inspiration die to weaken your target's next successful melee attack. If the target does not make a successful wisdom saving throw, it rolls twice the damage dice on the next melee attack it hits on, but takes the lower result for each damage dice of the melee attack.
Verse Of The Vigorous Champion
On your turn, you can use a bonus action and expend one inspiration die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can hear you. That creature gains temporary hit points equal to the inspiration die roll.
Bae'Qeshel Songs (Level 10)
You learn two additional songs of your choice for a total of 6, which are detailed under "Songs" below. Many songs enhance an attack in some way. You can use only one song per attack. The range of each song is 60 feet unless otherwise noted. Each time you learn new songs, you can also replace one song you know with a different one.
Songs are presented in alphabetical order.
Aria Of Discordance
You can spend an inspiration die and use your Action to show your command over music to sing the Aria of The Bae'qeshel, creating a cone of sonic force. Each creature in a 30-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes the result of your inspiration die in thunder damage and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 5 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 150 feet.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants thunder damage equal to the result of its roll and an additional 5 feet of push as part of the spell effect.
Dark Minstrel's Lullaby
When you hit a creature with a weapon attack, you can you use your bonus action to expend one inspiration die to attempt to inflict additional poison damage equal to the result of the inspirational die roll.
At Higher Levels. Starting at 6th level, you may spend additional inspiration dice on this song. Each additional inspiration die grants poison damage equal to the result of its roll. In addition, when two or more inspiration dice are used the target must make a constitution save against your Bardic Spell Save DC or be poisoned for 1 minute.
Disarming Trill
When you hit a creature with a spell or weapon attack, you can expend one inspiration die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the inspiration die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Hymn Of Intimidation
When you hit a creature with a spell or weapon attack, you can spend your bonus action to expend one inspiration die to attempt to frighten the target. You add the inspiration die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Lyric Of The Lingering Laggard
When you hit a creature with a spell or weapon attack, you can spend your bonus action to spend one inspiration die to attempt to slow the creature's movement. The creature must succeed on a Wisdom saving throw or have its movement halved on the next move action it takes.
Provoking Chorus
You use your Action to direct one of your companions to strike. When you do so, choose a friendly creature who hear you and expend one inspiration die. That creature can immediately use its reaction to make one weapon attack, adding the inspiration die to the attack's damage roll.
Psalm Of The Silent Deceiver
You use your bonus action to spend the one bardic inspiration die to grant yourself advantage on Stealth and Deception checks for 1 minute, adding the result of the bardic inspiration die roll to the higher 1d20 roll.
Shielding Melody
When you move, you can use your bonus action expend one inspiration die, rolling the die and adding the number rolled to your AC until you stop moving.
Sonic Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one inspiration die to make a spell attack against the creature's AC. If you hit, you do thunder damage equal to the result of inspiration die roll plus your charisma modifier.
Song Of The Whimpering Strike
You use your bonus action to spend the one bardic inspiration die to weaken your target's next successful melee attack. If the target does not make a successful wisdom saving throw, it rolls twice the damage dice on the next melee attack it hits on, but takes the lower result for each damage dice of the melee attack.
Verse Of The Vigorous Champion
On your turn, you can use a bonus action and expend one inspiration die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can hear you. That creature gains temporary hit points equal to the inspiration die roll.
Siphon Of the Dark Whisper (Level 14)
At level 14, you are able to draw on music in your soul to fuel your Bae'Qeshel magic at the expense of your vitality. When you have no more uses of your Bardic Inspiration ability, you may use an action to convert your hit dice into usage of you bardic inspiration ability subject to hit dice you have available. The maximum number of uses of bardic inspiration that you can regain this way is equal to your charisma modifier. You regain the use of this ability when you finish a long rest.
College of the Cat
College of the Cat (Level 3)
Scholars and spies, heroes and hunters: whether wooing an admirer in the bright sunlight or stalking prey under the gentle rays of the moon, bards of the College of the Cat excel at diverse skills and exhibit contrary tendencies. The adventurous spirits who favor the College of the Cat let their curiosity and natural talents get them into impossible places. Most are skilled, cunning, and vicious enough to extricate themselves from even the most dangerous situations.
Bonus Proficiencies
When you join the College of the Cat at 3rd level, you gain proficiency with the Acrobatics and Stealth skills and with {@item thieves' tools|PHB|} if you don't already have them. In addition, if you're proficient with a simple or martial melee weapons, you can use it as a spellcasting focus for your bard spells.
Inspired Pounce
Also at 3rd level, you learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.
When you reach 6th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction.
My Claws Are Sharp (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you as part of that same bonus action.
Catlike Tread (Level 14)
Starting at 14th level, while a creature has one of your Bardic Inspiration dice, it has advantage on Dexterity (Stealth) checks. When you have no uses of Bardic Inspiration left, you have advantage on Dexterity (Stealth) checks.
College of the Crossroads
College of the Crossroads (Level 3)
While most bards are naturally skilled musicians, singers, or storytellers, some gain their talent through more nefarious means. Known informally as the College of the Crossroads, this organization is named for the traditional location where such mortal bargains are made. An agreement with a devil, demon, or other denizen of the lower planes is but the start of such a bard's quest for personal power and fame.
Infernal Musician
You have gained strange and sinister skills at the Crossroads. When you join this College at 3rd level, you gain proficiency in the Performance skill and you learn to speak, read, write, and sing in Infernal, the language of Devils.
In addition, whenever you make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check that incorporates Infernal speech or lyrics you gain a bonus to your roll equal to your bardic inspiration die.
Forbidden Arcana
Your nefarious dealings with the lower planes have granted you access to dark and wicked magics. Starting at 3rd level, when you learn a bard spell you can choose the new spell from either the warlock or the bard spell list. Any spell you learn from this feature becomes a bard spell for you.
Optional Restriction: Fiddles Only
If available in your game, the College of Crossroads should be exclusive to bards who use a fiddle or other stringed instrument as a spellcasting focus.
Eldritch Recovery (Level 6)
Beginning at 6th level, you can draw upon the dark arts to regenerate your magical potential, much as a warlock does. When you finish a short rest, you can regain one expended bard spell slot. The level of the spell slot you recover cannot exceed your Charisma modifier (minimum of 1st-level).
If you use this feature during a short rest then both you and your allies do not gain the benefits of your Song of Rest.
Otherworldly Virtuoso (Level 14)
You have come to master the Infernal power that flows within you. Beginning at 14th level, when you cast a bard spell with a verbal component you can expend a bardic inspiration to enhance the spell in one of the following ways:
Emboldening Melody
If the spell restores hit points, one target regains additional hit points equal to your Charisma modifier. All targets of the spell have advantage on the first attack roll, ability check, or saving throw they make.
Infectious Tune
If the spell requires concentration, you have advantage on the first Constitution saving throw you make to maintain concentration on the spell.
Resounding Note
If the spell deals damage, you can choose for it to become thunder damage. Large or smaller creatures effected by the spell must make an (additional) Strength saving throw. On a failed save, they fall prone.
College of The Crossroads
College of The Crossroads (Level 3)
While most bards are naturally skilled musicians, singers, or storytellers, some gain their talent through more nefarious means. Known informally as the College of the Crossroads, this organization is named for the traditional location where such mortal bargains are made. An agreement with a devil, demon, or other denizen of the lower planes is but the start of such a bard's quest for personal power and fame.
Infernal Musician
You have gained strange and sinister skills at the Crossroads. When you join this College at 3rd level, you gain proficiency in the Performance skill and you learn to speak, read, write, and sing in Infernal, the language of Devils.
In addition, whenever you make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check that incorporates Infernal speech or lyrics you gain a bonus to your roll equal to your bardic inspiration die.
Forbidden Arcana
Your nefarious dealings with the lower planes have granted you access to dark and wicked magics. Starting at 3rd level, when you learn a bard spell you can choose the new spell from either the warlock or the bard spell list. Any spell you learn from this feature becomes a bard spell for you.
Eldritch Recovery (Level 6)
Beginning at 6th level, you can draw upon the dark arts to regenerate your magical potential, much as a warlock does. When you finish a short rest, you can regain one expended bard spell slot. The level of the spell slot you recover cannot exceed your Charisma modifier (minimum of 1st-level).
If you use this feature during a short rest then both you and your allies do not gain the benefits of your Song of Rest.
Otherworldly Virtuoso (Level 14)
You have come to master the Infernal power that flows within you. Beginning at 14th level, when you cast a bard spell with a verbal component you can expend a bardic inspiration to enhance the spell in one of the following ways:
Emboldening Melody. If the spell restores hit points, one target regains additional hit points equal to your Charisma modifier. All targets of the spell have advantage on the first attack roll, ability check, or saving throw they make.
Infectious Tune. If the spell requires concentration, you have advantage on the first Constitution saving throw you make to maintain concentration on the spell.
Resounding Note. If the spell deals damage, you can choose for it to become thunder damage. Large or smaller creatures effected by the spell must make an (additional) Strength saving throw. On a failed save, they fall prone.
College of the Dirge Singer
College of the Dirge Singer (Level 3)
Bards of the College of the Dirge Singer are trained to inspire their people and direct soldiers on the battlefield. Students of both history and war, dirge singers use tales of past glory and their knowledge of great victories to inspire their allies and provide keen strategic insight, directing allies to strike when enemies are weak.
This ancient tradition was developed in the Empire of Dhakaan, and is largely unknown beyond the goblinoids of the Kech Dhakaan. The duur'kala--Goblin for dirge singer--are the historians, diplomats, and spiritual leaders of the empire. Duur'kala are discussed in more detail in chapter 4 of this book. If you're not one of the dar, consider how you came to learn this tradition. Did you train with a ghaal'dar mentor? Or did you find your own path to these techniques?
Broad Inspiration
When you join the College of Dirge Singers at 3rd level, you learn to strengthen the hearts of your troops and stir them to greatness. You learn the guidance cantrip, which is considered a bard spell for you, but doesn't count against your number of cantrips known.
Additionally, as a bonus action, you can expend one use of your Bardic Inspiration to inspire multiple allies. When you do so, choose two creatures within 60 feet of you that can hear you. Each creature gains one Bardic Inspiration die.
Your Bardic Inspiration die does not change at 5th level, but remains a d6; it becomes a d8 at 10th level, and a d10 at 15th level.
Keeper of History
Also at 3rd level, you gain proficiency in either History or Performance. If you are already proficient in both of these skills, you gain proficiency in one of the following skills of your choice: Arcana, Intimidation, or Persuasion.
In addition, choose either History or Performance. Your proficiency bonus is doubled for any ability check you make that uses that skill.
Commanding Voice (Level 6)
Starting at 6th level, you excel at inspiring and directing soldiers in battle. When a creature that has a Bardic Inspiration die from you takes the Attack action on its turn, you can use your reaction to allow it an additional weapon attack. The creature rolls the Bardic Inspiration die, adding the number rolled to its weapon damage roll.
Master Commander (Level 14)
Starting at 14th level, you unflaggingly maintain the spirits and discipline of your unit. During your turn, you can use Countercharm as a bonus action. When you start a Countercharm performance, if any creature that gains its benefit is currently charmed or frightened, it can immediately make another saving throw against the effect that imposed the condition.
In addition, when a creature that gains the benefit of your Countercharm performance makes an ability check or saving throw, it can roll a d4 and add the number rolled to the ability check or saving throw.
College of the Dirgesinger
College of the Dirgesinger (Level 3)
Dirgesinger bards voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world.
Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence.
However, most dirgesingers do not belong to any special hierarchy or guild. Instead, they are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead, serving in the courts of vampire lords or lich-kings.
Veil of Sorrow
3rd-level College of the Dirgesinger feature
You learn how to use negative emotions to defend your mind from further harm. You gain advantage on saving throws against being charmed or frightened. At 10th level, you also gain resistance to psychic damage.
Dirgesong
3rd-level College of the Dirgesinger feature
You also learn how to use your magic to inflict grief and sorrow upon your foes. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being frightened.
Song of Awakening (Level 6)
6th-level College of the Dirgesinger feature
Your music has the ability to awaken a corpse and animate it. As an action, you can animate a dead beast or humanoid that is Small or Medium within 10 feet of you, causing it to stand up immediately as a zombie with 1 hit point. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Infectious Grief (Level 14)
14th-level College of the Dirgesinger feature
When you play your Dirgesong, the negative emotions inflicted by it can now spread to someone else. When you use your Dirgesong ability, you can target one additional creature within 60 feet of you. The next time that creature makes an attack roll, ability check, or damage roll within the next minute, you can use your Dirgesong against it without expending your reaction or any uses of your Bardic Inspiration feature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
College of the Fury
College of the Fury (Level 3)
Bards who follow the College of the Fury know that intense revelry, unbound by taboo and pretenses of decency, is among the most powerful expressions of the Music of Creation. These bards are overtly passionate, sometimes hedonistic, and eager to call others into their dance. Harpies of the Cazhaak Creed are the most common practitioners of this college, reveling in Szorawai's name.
Despicable Tongue
You gain proficiency in the Intimidation skill. If you are already proficient in Intimidation, you gain proficiency in another skill of your choice.
Additionally, you have advantage on all Charisma checks directed at creatures that are hostile toward you.
Fury's Revelry
You have learned to empower your bardic magic to inspire frenzied dance. Once on your turn when you hit a creature with a bard spell attack or when a creature fails a saving throw against one of your bard spells, you can force that creature to dance. That target must immediately move 5 feet, plus an additional 5 feet for each level of the triggering spell (cantrips are level 0), in a direction of your choice. The movement need not be in a straight line. This movement doesn't provoke opportunity attacks. If a target is compelled to move into an obviously dangerous hazard, such as a fire or pit, it can make a Wisdom saving throw against your bard spell save DC. On a successful save, its movement ends before it enters the hazardous space, and you can move it no further that turn.
Voice of Betrayal (Level 6)
You can inflict your enemies with paranoia, causing them to strike their allies. As a bonus action, you can expend one use of your Bardic Inspiration to force a hostile creature you can see within 30 feet of you that can hear you to make a Wisdom saving throw. A creature automatically succeeds on this save if it is immune to being frightened. On a failed save, the target must immediately use its reaction (if available) to make one melee weapon attack against a creature of your choice within its reach. On a hit, the attack deals extra damage equal to the number rolled on the Bardic Inspiration die.
Revelry of the Crowds (Level 14)
Whenever you use your Fury's Revelry feature, you can empower your song into a magnificent and malign crescendo. Rather than affecting just one target of the triggering spell, you can instead affect each hostile creature that you hit with that attack or that failed its saving throw against that spell.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
College of the Grand Chorus
College of the Grand Chorus (Level 3)
Bards that have honed their craft in the College of the Grand Chorus sing magical, uplifting arias that reverberate and strengthen those around them. Those that participate in these choruses are united against harm through their shared efforts. Together, these choruses create harmonies of protection in moments of need, which echo through the ages as folk song and legend.
Bonus Languages
When you join the College of the Grand Chorus at 3rd level, you learn three languages of your choice.
Bardic Aura
Starting at 3rd level, you can create a bolstering current of magical song, which echoes around you while you maintain it. You can use an action to begin this aria, and you can continue it on each of your subsequent turns using a bonus action, provided that you're able to speak. The aria lasts for up to 1 minute; it ends early if you're incapacitated or if the aria isn't continued.
On your turn, your aria is continued automatically if you expend a use of your Bardic Inspiration (such as by giving a Bardic Inspiration die to another creature), or if you cast a bard spell that has only a verbal component. Furthermore, if such a spell has a casting time of 1 action, it can be cast using a bonus action for the duration of your aria; you can't cast the same spell twice on a turn.
Each friendly creature within 30 feet of you that can hear the aria, including yourself, gains a +1 bonus to saving throws. This bonus increases when you reach certain levels in this class: 10th level (+2) and 15th level (+3).
You can use this feature 4 times. You regain all expended uses whenever you finish a long rest.
Practiced Vocalist
Also at 3rd level, you can always entertain or lead a crowd with a song. When you make a Charisma (Performance) check to sing, you can treat a d20 roll of 9 or lower as a 10.
Inspired Audience (Level 6)
By 6th level, other creatures can draw inspiration from your aria. When a friendly creature within the aria's range that can hear it makes an ability check, attack roll, or saving throw, it can use its reaction to call upon your bardic magic, provided that you're willing. When it does so, you automatically expend a use of your Bardic Inspiration and the creature immediately rolls one of your Bardic Inspiration dice, adding it to the total of the triggering roll. The creature makes this choice after rolling the d20, but before knowing whether it succeeds or fails.
In addition, your aria is also continued whenever you use your Countercharm feature.
Grand Chorus (Level 14)
At 14th level, the strength of your aria has increased, granting you the following benefits while you maintain it:
Your speed increases by 10 feet.
Opportunity attacks against you are made with disadvantage.
Furthermore, your aria can drive others to join in as its chorus. Any friendly creature within the aria's range can use a bonus action on its turn to participate in the song. To participate, a creature must be able to hear the aria and speak at least one language. A participating creature also gains the above benefits until the start of its next turn.
Lastly, whenever a friendly creature rolls one of your Bardic Inspiration dice within the range of your aria, both you and that creature each gain a number of temporary hit points equal to the number rolled on the die. You must be able to see or hear each other, and the creature must be able to hear the aria.
College of the Hand
College of the Hand (Level 3)
The College of the Hand was created to help empower by a famous bard who lost her hearing. However, her journey before creating the college was one of hardship and perseverance.
Through the use of advanced somatic components called spell signs she created a way to help those like her continue their paths even in the face of adversity.
Playing a Deaf Character
I created this subclass specifically for playing a deaf character. There are a lot of mechanical disadvantages that go into playing a deaf character in 5E and this is made to balance that while still allowing a unique experience.
With that I would suggest a few things be done to accommodate a deaf character.
Languages
Knows their languages, but can't speak them (unless they became deaf later). I suggested giving them lip reading and/or sign language (which may not be understood by everyone, but that's just another "flavor enhancer"). Maybe even giving them the Observant Feat as an option. Also, in character charades is fun AF.
Levels
This sub can only be taken at level 3 so there are two levels beforehand where the characters spell casting is negatively impacted. This isn't all that bad as they don't get a massive amount of spells, but I suggest the character has 1-2 "mastered" spells they can cast without verbal components.
Player vs Character
While the character may be deaf, the player may not be. Come to an understanding about how the character's actions are communicated. Stress that while the character may not speak, the player can still narrate their meaning and actions to the party and DM (should the players understand them anyway).
Bardic Inspiration
The flavorful meat that can really make a bard unique. I suggest adding the ability to use the characters sign language in addition to music. If you haven't seen someone sign the words "You're Awesome" with a smile on their face then you are truly missing out on some real Inspiration.
Spell Signs
When you join the College of the Hand at 3rd level you gain the ability to replace some physical components of spells with somatic gestures called spell signs. You may replace the verbal component of any bard spell you know with somatic gestures instead.
Hand in Hand
Starting at 3rd level, you are taught the more advanced form of a useful bit of magic. You learn the mage hand cantrip, which doesn't count against the number of bard cantrips you know.
Additionally, if you cast this cantrip with two free hands then you instead gain two mage hands for the duration of the spell. Both hands can be controlled in concert or for two separate purposes as one action.
Vibratic Senses (Level 6)
Upon reaching 6th level, the ability to sense the world around you via vibrations is at your fingertips. You may expend a use of Bardic inspiration to gain tremorsense for one round for a number of feet equal to the number rolled times 10.
Intensified Signs (Level 14)
Beginning at 14th level, you have learned the colleges most powerful spell signs. Whenever you cast a spell using a 1st, 2nd, or 3rd level slot, if you have two free hands then the spell counts as being cast one level higher.
Additionally, you no longer need to hold an instrument to use it as an arcane focus.
College of the Hearth
College of the Hearth (Level 3)
One may have a blazing hearth in one's soul and yet no one ever came to sit by it. Passers-by see only a wisp of smoke from the chimney and continue on their way.
Bards of the college of the hearth have their origin rooted in the north, where the cold winters and harsh environment is breaking down the moral of everyone. They come with their songs about joy and warmth, family and happiness, giving a new smile and hope to the downtrodden and the lost.
Poignant Hope
Your tales bolster the moral of the broken and the downed. Beginning at 3rd level, when a creature rolls a 1 using one of your Bardic Inspiration dice, they can reroll the dice until the result is different from a 1. At 5th level, they can reroll a 1 or 2 until they get a different result, at 10th level, they can reroll a 1, 2 or 3. Finally, at 15th level they can reroll a 1, 2, 3 or 4.
Endurance of the Hearth
At 3rd level, the warmth that you bring washes away the fatigue from the journey. When a creature adds one of your Bardic Inspiration dice, they can remove one point of exhaustion. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Fire in the Heart (Level 6)
Upon reaching 6th level, you can take one minute to sing about the strength your companions brought from home. Choose up to 8 creatures, they gain advantage on ability checks using skills that they are proficient in, for the next hour. You can use this ability a number of times equal to half your Charisma modifier (rounded up), and you regain all expended uses when you finish a long rest.
Protective Shelter (Level 6)
Beginning at level 6, you learn the magic circle spell, it counts as bard spell for you but doesn't count against the number of bard spells you know. A delightful warmth reigns inside the circle when you cast it.
In addition you can cast this spell at its lowest level without expending a spell slot, as an action without providing any material component. You must complete a long rest before using this ability again.
Lingering Memories of Home (Level 14)
At 14th level, when a companion adds one of your Bardic Inspiration dice, the tale stays stuck in their mind and brings them comfort. They can keep the inspiration dice for up to 8 hours instead of 10 minutes. In addition while holding on to the dice, a creature is immune to fear.
College of the Mad God
College of the Mad God (Level 3)
In the middle of the night, you hear the music. It begins the same way every time, rising from a low drone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and bring others to your level of psychosis.
Some attribute the dreadful nightmares to a curse or stress, but you know better. You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of accursed flutes, the sounds of a mad god who echoes the pandemonium of the universe, and summons you to do something. You know not what.
Bonus Proficiencies
When you join this college at 3rd level, you gain proficiency in one skill, which is selected for you by the GM. Whenever you finish a long rest, your GM can change this selection.
Cacophony
By 3rd level, the discordant sounds of your instrument can drive others to tears and utter madness. Once on each of your turns, when a creature fails an Intelligence, Wisdom, or Charisma saving throw against one of your bard spells or features while you are holding an instrument, you can expend a use of your Bardic Inspiration to play a cacophonous noise. A deafened creature is immune to this effect. Choose one of the following effects:
The creature takes psychic damage equal to a roll of your Bardic Inspiration die.
The creature is deafened and can't speak until the end of its next turn.
The creature moves up to 10 feet in a direction you choose. This movement doesn't provoke opportunity attacks.
Frenzied Strings (Level 6)
Starting at 6th level, as an action, you can play a mind-infecting tune for a creature within 60 feet that can hear you. This creature must make a Wisdom saving throw or be frenzied for up to 1 minute. The creature can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.
A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one.
Once you use this ability, you can't use it again until you finish a short or long rest.
Mad Melody (Level 14)
Beginning at 14th level, you can use your action to begin playing the accursed melody which haunts your dreams. On each of your subsequent turns, you can use your action to continue the melody. Only creatures you choose within 60 feet of you can hear the melody; all other creatures hear it as discordant noise. Even deafened creatures can hear the haunting melody.
When you use your action to play the melody, a creature that can hear the melody must make a Wisdom saving throw against your spell save DC. On a failed save, it takes psychic damage and suffers an additional effect based on the number of consecutive turns you have been playing the melody, as shown on the Mad Melody table. After four consecutive rounds, or if no creature hears the melody for one round, the melody begins again at the first round.
College of the Mad God
College of the Mad God (Level 3)
In the middle of the night, you hear the music. Every time, it begins the same way, rising from a low drone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and bring others to your level of psychosis.
Some attribute the dreadful nightmares to a curse or stress, but you know better. You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of accursed flutes, the sounds of a Mad God who echoes the pandemonium of the universe, and summons you to do something. You know not what.
Bonus Proficiencies
When you join the College of the Mad God at 3rd level, you gain proficiency in one skill, which is selected for you by the GM. Each night when you take a long rest, your GM can change this selection.
Frenzied Strings
At 3rd level, you can play an insane tune that anguishes creatures that hear it. As an action, choose a creature within 30 feet that you can see. That creature must make a Wisdom saving throw, taking 2d6 psychic damage on a failed save. You can expend a number of Bardic Inspiration dice to increase this damage by the amount rolled. A deafened creature is immune to this effect.
The number of creatures affected by this ability increases to two at 5th level, three at 11th level, and four at 17th level.
Mad Melody (Level 6)
At 6th level, you can expend a bardic inspiration die as an action to decrease all saving throws rolled by creatures within 60 feet of you by the amount rolled until the beginning of your next turn.
Cacophony (Level 14)
Starting at 14th level, as an action, you can create a droning, deafening noise with your instrument. If a creature is concentrating within 30 feet of you, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. Additionally, all creatures within 10 feet of you take 5d6 thunder damage. After you use this ability, you must complete a short or a long rest before using it again.
College of the Maestro
College of the Maestro (Level 3)
Music is a powerful thing. It can bolster a burning passion, inspire the meek to bravery, and sooth a cluttered mind. Wandering bards have mastered the art of creating music to shape and manipulate the thoughts and hearts of the world through song, words, and instrument. However, it is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic.
With but a raised hand or wand, a Maestro listens for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bolt of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like a phantom orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.
The College of the Maestro calls to those who enjoy enabling their companions to become even more adept, working in unison with your sonata. It refines those of raw talent into majestic performers who can pluck the thoughts from a mind like a musical note, amplify the fears of lesser beings through sourceless, ominous tones, and seemingly stretch time by commanding the tempo of a heartbeat. Maestros become heroes who can take the chaos of the world and carve it as they see fit by controlling the vibrations of music that subtly guide the realm.
Battle Muse
When you join the College of the Maestro at 3rd level, you gain one additional use ofyour Bardic Inspiration feature.
This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.
Symphony of Conflict
You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.
When you select this bardic school at 3rd level, you learn '2 conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.
You learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Conducting Techniques
Frenetic Crescendo (Level 6)
At 6th level, you can harness the beat of battle, whipping it into a frenzy of drums, chants, and glory. You can use your action to expend any number of uses of your Bardic Inspiration feature. For each expended use, you can immediately grant a Bardic Inspiration die to a creature other than yourself within 60 feet that you can see. A creature can have only one Bardic Inspiration die at a time.
Once you use this feature, you must finish a long rest before you can use it again.
Virtuoso of Captivation (Level 14)
Upon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds of of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical steep.
In addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.
In combat, you must spend your action each turn to continue the performance or the effect ends. Once you use Virtuoso of Captivation, you must finish a short or long rest before you can use it again.
College of the Maestro
College of the Maestro (Level 3)
Music is a powerful thing. It can bolster a burning passion, inspire the meek to bravery, and sooth a cluttered mind. Wandering bards have mastered the art of creating music to shape and manipulate the thoughts and hearts of the world through song, words, and instrument. However, it is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic.
With but a raised hand or wand, a Maestro listens for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bolt of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like a phantom orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.
The College of the Maestro calls to those who enjoy enabling their companions to become even more adept, working in unison with your sonata. It refines those of raw talent into majestic performers who can pluck the thoughts from a mind like a musical note, amplify the fears of lesser beings through sourceless, ominous tones, and seemingly stretch time by commanding the tempo of a heartbeat. Maestros become heroes who can take the chaos of the world and carve it as they see fit by controlling the vibrations of music that subtly guide the realm.
Battle Muse
When you join the College of the Maestro at 3rd level, you gain one additional use ofyour Bardic Inspiration feature.
This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.
Symphony of Conflict
You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.
When you select this bardic school at 3rd level, you learn '2 conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.
You learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Conducting Techniques
Frenetic Crescendo (Level 6)
At 6th level, you can harness the beat of battle, whipping it into a frenzy of drums, chants, and glory. You can use your action to expend any number of uses of your Bardic Inspiration feature. For each expended use, you can immediately grant a Bardic Inspiration die to a creature other than yourself within 60 feet that you can see. A creature can have only one Bardic Inspiration die at a time.
Once you use this feature, you must finish a long rest before you can use it again.
Virtuoso of Captivation (Level 14)
Upon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds of of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical steep.
In addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.
In combat, you must spend your action each turn to continue the performance or the effect ends. Once you use Virtuoso of Captivation, you must finish a short or long rest before you can use it again.
College of the Muse
College of the Muse (Level 3)
Bards of the College of the Muse dedicate themselves to the pursuit of art and beauty in their highest forms. With lyre, pipes, or siren song, they seek out great heroes to inspire and, in turn, be inspired by. Blessed with charm and orphean gifts they are sought-after companions, not just by heroes, but also by prosperous patrons such as aristocrats and even kings. They play on the appeal of decadence and desire, basking in the luxury and sensual comforts afforded them by their gifts.
Calming Presence
When you join the College of the Muse at 3rd level you can enhance your very presence to instill calm and ease in those around you. As an action you may emanate an aura of repose for 1 hour. Any creature who targets you with an Attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects. If you make an attack or cast a spell that affects an enemy creature, this effect ends. You can't use this feature again until you finish a short or long rest.
Muse's Inspiration
Also at 3rd level you learn to revitalize your allies as you inspire them. When a creature that you can see 25 within 60 feet of you regains any hit points, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the amount of hit points restored. That creature then gains one Bardic Inspiration die.
Song of Sleep (Level 6)
At 6th level your words and music can lull even the sharpest mind into a state of blissful slumber. You can use your action to attempt to put a creature that can hear you to sleep. The target must succeed on a Wisdom saving throw or fall unconscious for an hour or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Song of Sleep for the next 24 hours. The creature is immune if it can't hear you or if it's immune to being charmed.
Echoing Chord (Level 14)
At 14th level, even the barest ripples of your influence carry with them a lingering potency. When a creature uses Bardic Inspiration from you they regain a number of hit points equal to your bard level.
College of the Pistolero
College of the Pistolero (Level 3)
Although most bards tell tales of heroes wielding more traditional swords, some prefer to sing ballads about dashing gunslingers, and some even take the time to master the art themselves. These bards are known as pistoleros, simultaneous masters of the arcane, song, and one-handed firearms. Stylish and skillful, these bards are eager to display their fancy moves.
Proficiency
Starting when you choose this bardic college at 3rd level, you gain proficiency with all one-handed firearms.
Gunsmith
Upon choosing this bardic college at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.
Pistolero's Panache
At 3rd level, you supremely deft in handling your guns. When you use the Attack action on your turn and attack with a one-handed firearm, you may attempt one of the following tricks.
Dodger's Panache. Your experience as a traveling pistolero has made you more adept at staying out of harm's way. As a bonus action, spend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your next Strength, Dexterity, or Constitution saving throw.
Gun Flourish. You spin your firearm around in a brilliant display of dexterity. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to one Charisma ability check made within the next minute. If you do not make a Charisma ability check within a minute, the inspiration is wasted.
Trigger Panache. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a one-handed firearm this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Graze (Level 14)
Beginning at 14th level, you have mastered marksmanship with one-handed firearms. When you miss an attack using a one-handed firearm, you graze your target and still deal a small amount of damage equal to your Dexterity modifier. A critical failure or misfire still results in a complete miss, and no damage is done. You may use this feature only once per turn.
College of the Playful Mockery
College of the Playful Mockery (Level 3)
Bards of the College of Playful Mockery are playful tricksters who prefer to taunt and mock their foes into submission rather then directly fight them. They are known for speaking uncomfortable truths, in a way that playfully mocks the target of their jokes. This way people can laugh about it and see the truth behind these taunts. They especially revel in targeting social stigmas set up by those that seek to control the way people speak, and through that the way people think. Their jokes cause people to laugh about these stigmas, which lessens their control over them. This ultimately results in a more open and free discussion on how to improve society.
The College of Playful Mockery was set up by an ancient copper dragon, who at first merely sought to teach others his skill at playing tricks on people. However, over time he began to understand the importance of unrestricted humor in mortal society, and how laughter can be used as a tool for the greater good. Even if their jokes walk the fine line between being mean and being playful, calling out the uncomfortable truths in the world has done far more good than harm. As such they will never allow their voice to be silenced or restricted, nor the voices of others.
Truth Saver
When you join the College of Playful Mockery at 3rd level, your gain proficiency in the Insight skill. If you already have proficiency in this skill, then you can choose a different skill.
All spells that deal psychic damage count as bard spells for you, regardless of class restrictions. If you reduce a creature to 0 hit points through psychic damage, then you can choose to spare and immediately stabilize that creature by complimenting its performance.
In addition, you learn the vicious mockery cantrip. If you already know this cantrip, you can choose a different bard cantrip instead. The first time that those affected by this spell deal damage to other creatures, without involving an attack roll, they must roll a die equal to your inspiration die and subtract it from the damage dealt (targets that fail their saving throw against your vicious mockery cantrip count as being affected by this spell until the end of their next turn).
Playful Mockery
Starting at 3rd level, when you land a line, you're on a roll; when you cast vicious mockery, and the target fails their saving throw, you can expend one use of your Bardic Inspiration to unleash your lyrical genius to...
Aggrandize Yourself
Roll the inspiration die and gain temporary hit points equal to its result + the damage dealt by your vicious mockery cantrip.
Double Down
Roll the inspiration die and the target takes additional psychic damage equal to amount rolled, and also has disadvantage on its next saving throw against your vicious mockery cantrip within the next minute.
Make it Personal
Roll the inspiration die and subtract the amount rolled from the target's attack rolls whenever it attacks anyone other than you. This effect lasts until the start of your next turn.
You must choose which one of these effects you cause as you expend a use of your Bardic Inspiration this way, but before you roll the inspiration die.
Sick Burns (Level 6)
At 6th level, when you cast a spell that deals psychic damage, you add your Charisma modifier (minimum of 1) to one damage roll of that spell, and it ignores psychic resistance.
Additionally, whenever a creature misses an attack that suffered disadvantage caused by your vicious mockery cantrip, you deal a verbally devastating follow up dealing psychic damage equal to your Charisma modifier (minimum of 1), provided it can hear you.
The Voice of the People (Level 6)
Also at 6th level, your ability to communicate transcends barriers of language. You can communicate basic concepts with creatures that don't share a language with you as long as that creature speaks at least one language through intonation, body language, gestures, attitude, and swaggering about.
Using this method you can get information such as how much something should cost, where notable locations are, who the toughest person or thing around is, and which paths or alleyways should be avoided, as well other things your DM might find appropriate for you to be able to learn from them.
Spitting Fire (Level 14)
Starting at 14th level, you can deliver verbal components to spells with blinding speed and precision, and your words get through to even the most thick-skinned of people.
You can expend a use of your Bardic Inspiration to cast a spell with the cast time of one action as a bonus action, provided the spell has only verbal components.
When you would deal psychic damage with a spell to creatures who are immune against this damage type, you deal force damage instead. The spell retains all the benefits that would come with dealing psychic damage.
When you cast a spell that deals psychic damage, you can increase the spell's damage dice by 1 step. For example, d4 to d6, d6 to d8 etc. (maximum of d12).
You learn the message cantrip if you don't already know it, you can cast it as a bonus action, and you only require verbal components to cast this spell.
College of the Quill
College of the Quill (Level 3)
Although every bard approaches their art with an inimitable style, not every one of them seeks the spotlight. Some prefer to work behind the scenes, investing long hours over a desk in the profession of a playwright, novelist, or composer. Bards trained at the College of the Quill give their creative gift to the world in ink and parchment - already a less ephemeral medium than song or dance - hoping to create works that will truly last the ages.
A bard who works with their quill might not jump to perform in person. They find the greatest satisfaction in presenting their work to actors, adventurous personalities, and appreciative readers who can carry forward the inspiration they find there by bringing the words to life with their own interpretation. Days and nights spent on research, careful composition, and endless fretting as they pour their creative energies out in ink are all made worth it when they see that energy leap from the page and into the heart. True masters of this storycraft can whisk their readers away to rich new vistas, boggle the mind with a carefully crafted conceit, and will see their art etched into the bedrock of time by the skill of their pen.
To Writ
You gain proficiency with calligrapher's supplies and one skill of your choice from the following list: Arcana, History, Insight, Nature, Perception, or Religion.
If you're holding an inkwell, a quill, charcoal, or another formal writing implement, you can use it as a spellcasting focus for your bard spells.
Authorial Implement
By long labour upon the line and your love for the written word, you have imbued a quill with a touch of inspirational magic. The quill is Tiny, and has the following properties:
The quill doesn't require ink. When you write with it, the quill can write on any surface or even the air. Words written in the air remain there for 1 minute before dissipating into inky vapor.
While holding the quill, you can choose to dictate your words to be recorded in ink on a surface or unoccupied area of air within 5 feet of you (no action required).
Alternatively, you can use the quill as an instrument with which you are proficient, conducting with it or sketching musical notes that sing into life as you scribe them.
Resounding Work
You pour your heart and soul into your craft, in the hope of hearing it come to life upon the lips of others. Over the course of a long rest, you complete a resounding work: a written creative piece that contains a number of truly inspired lines you craft, up to a number equal to your Charisma modifier. You must have calligrapher's tools, or ink and paper or parchment (1 page per inspired line) with you to complete the work, which appears in your hands at the end of the long rest as a Tiny sheaf of pages. For each inspired line you record within the work, the maximum number of uses you have of your Bardic Inspiration feature is reduced by 1. The work lasts indefinitely, unless the material it is recorded upon is destroyed. Your resounding work also vanishes if you begin creating another one.
As an action, you can gift a portion of your work containing an inspired line to a willing creature within 5 feet of you, be it as a page, a slip of parchment, or similar. A creature with a portion of your work can read the inspired line aloud as a bonus action and choose one creature, other than you, within 60 feet of it who can hear it. The chosen creature gains one of your Bardic Inspiration die. The portion of your work is then consumed as the inspirational magic leaves it.
Each time a portion of your work is destroyed or consumed, the maximum number of uses you have of your Bardic Inspiration feature increases by 1, up to your normal maximum.
Magic of Metaphor (Level 6)
As a practiced weaver of both narratives and spells, you have begun incorporating the imagery of magic into your work, seeking out novel descriptions wherever you can find them. Whenever you create a resounding work, you can include an additional page detailing a spell you know as part of a vivid description. The spell's level must be no higher than your bard level divided by 3, up to a maximum of a 5th-level spell. You can read the description aloud to cast the spell using its normal casting time, without expending a spell slot or requiring material components. When cast in this way, any damage the spell deals becomes psychic damage. If the spell targets creatures with an Intelligence score of 6 or higher, each target takes psychic damage or regains hit points (your choice) equal to your Charisma modifier, in addition to the normal effects of the spell. The descriptive page vanishes when you cast its spell, or when you begin creating another resounding work.
You are also skilled at researching spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Authorial Implement. Moreover, you are able to decipher spell scrolls that detail spells not on your spell list, as long as the spell appears on the spell list of a class you select one of your Magical Secrets from when you gain that feature at 10th level.
Magnum Opus (Level 14)
You have created a work whose power to inspire will endure for generations to come. When you complete a resounding work, you can declare it your magnum opus, which grants the following benefits:
Creative Fullfilment
The maximum number of uses you have of your Bardic Inspiration feature is not reduced by inspired lines recorded in your magnum opus.
Endless Interpretation
Portions of your magnum opus are not consumed when read aloud to inspire a creature. An inspired line regains its expended power when the creature that read it aloud finishes a long rest.
Transport Reader
A creature with a portion of your magnum opus can read it silently to themselves as a bonus action and teleport to a location that you can see within 60 feet of you. The power of the inspired line is then expended.
Your magnum opus vanishes only if you choose to destroy it by touching each portion of it as an action. While your magnum opus exists, you can still create additional resounding works as normal. If you die, inspired lines recorded in your magnum opus immediately regain any expended power.
College of the Requiem
College of the Requiem (Level 3)
Bards of the College of the Requiem, often called lamenters, eulogists, or requiem singers, regardless of whether or not their requiem involves any singing, dedicate themselves to all things pertaining to death. This branches out into several different paths as some prefer funerary rites, while others keep the unnatural undead at bay. Other requiem singers still, have been known to turn this power to the bolstering of undeath, and as such, you can even see requiem singers in the armies of evil rulers that rely on the dead to bolster their ranks.
Bards of this college are a varied bunch, turning their talents to the requiem of the dead for different reasons.
In Eberron, a requiem singer could be found amongst the ranks of Karrnath's death knights and skeleton soldiers. While a requiem singer could just as easily be found in Thrane, trying to hold off the undead of Karrnath.
In Faerun, requiem singers that bolster undead are not uncommon in Thay amongst those that wish to serve but choose not to become true Thayan wizards.
And organizations like the Harpers always could use more requiem singers to keep the hordes of undead away from civilized lands.
In Theros, bards of this college might be tasked with keeping the returned from running amok in the various city-states, while a group of returned could in turn be led by a particularly charismatic returned who is themself a requiem singer.
In Ravnica, city of guilds, the guild most likely to have a member turn to this particularly niche style of music is the Rakdos. Music has long been a part of the demonic carnarium and leading the dead in a song and dance like grim puppets suits the sense of humor of the Rakdos quite well. However, the Golgari and Orzhov guilds wouldn't be too far a stretch for one of this college as well.
Requiem Magic
You learn the two cantrips spare the dying and chill touch. You learn additional spells when you reach certain levels in this class, as shown in the College of the Requiem Spells table. These spells count as a bard spell for you, but don't count against the number of bard spells you know.
| Bard Level | Spell |
|---|---|
3rd | |
5th | |
7th | |
9th |
Dealing with Death
Spells cast by you can affect the undead as though they weren't undead. Additionally, when a creature uses bardic inspiration granted by you, if they are undead or are using it against an undead creature, they can roll the inspiration die twice and use the higher result.
Moment of Silence (Level 6)
When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction to cast the silence spell with a radius of 60 feet, centered on the creature, which will last until the start of your next turn. The silence lasts for up to one minute, still requiring concentration. Once you have used this feature, you may not do so again until you finish a long rest.
Rest in Peace (Level 6)
When you use your Song of Rest feature during a short rest, you can create a magical barrier to protect you and your allies for the duration of the short rest. Undead creatures cannot willingly come within 60 feet of you by nonmagical means, unless you permit them to do so. If an undead creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw against your spell save DC. Undead that are already within 60 feet of you when you use this feature are immune to this effect. Once you have used this feature, you may not do so again until you finish a long rest. Additionally, when undead creatures would regain hit points from your song of rest feature, they can also gain temporary hit points equal to the amount of hit points gained.
Death's Grip (Level 14)
As an action on your turn you can cast one of the following spells without requiring material components: mass suggestion (only being able to target undead creatures), finger of death, or raise dead. Once you have used this feature for any of these options, you may not do so again for any of them until you finish a long rest.
College of the Road
College of the Road (Level 3)
Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. It often happens that while traveling, a bard winds up sharing their campfire with a motley assortment of wandering adventurers who may impart valuable lessons in exchange for a lively song or a well-told tale. Compared to students of other Bard Colleges, a special kind of sensibility is important for the College of the Road. How effectively a bard of this College can apply what they have learned depends on their understanding and insight. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these "graduates" are full of surprises.
Bonus Proficiencies
When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):
You gain proficiency with a Gaming Set of your choice.
You gain proficiency with a martial weapon of your choice
You gain proficiency with Herbalism Kits
You gain proficiency with Thieves' Tools
You gain proficiency with a skill of your choice
You learn two languages of your choice
Wanderer's Lore
At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single Arcana, History, Nature, or Religion check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll.
Traveler's Tricks
At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler's Tricks of your choice (see Traveler's Trick Options).
These Traveler's Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.
At 6th level and at 14th level you learn an additional Traveler's Trick.
Traveler's Trick Options
The Traveler's Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class.
Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler's tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler's Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Favorite Trick (Level 6)
At 6th level, you have gained enough mastery over one of your Traveler's Tricks that you can use it whenever it's needed. You may choose one Traveler's Trick that you know and designate it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick.
Improved Tricks (Level 6)
At 6th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases.
Traveler's Tricks (Level 6)
At 6th level you learn an additional Traveler's Trick.
Favorite Trick (Level 14)
At 14th level you can select a second favorite trick from among Traveler's Tricks you know.
Improved Tricks (Level 14)
At 14th level, your Traveler's Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases.
Traveler's Tricks (Level 14)
At 14th level you learn an additional Traveler's Trick.
College of the Seers
College of the Seers (Level 3)
The ancient order of seers, the völv, examines the children of the raiding clans in search of individuals with the nascent ability to read the runes and connect with the primal forces of the world. Unfortunately, only a few have sufficient gifts to become seers. The others are sent back to their clans after being trained to compose music, sing songs, collect stories, and watch. Many become bards of the College of the Seers.
This bard is both a storyteller and a manipulator, capable of playing off both sides in a conflict and coming out the winner. Though skilled in the martial arts, they also know how to navigate the complexities of clan politics. And with a touch of the prescient, they can both understand what is to come, and influence it.
The latter they do in the form of curses that weigh heavily on the minds of the afflicted, bending them to the skald's will (or by invoking blessings to benefit allies). Never entirely trusted, even by one's friends, this bard is always respected.
Bonus Proficiencies
Starting when you swear your oath to the völv to join the College of the Seers, you embark on a lifelong journey, committed to the völv above all. You learn to protect the seers and have enhanced your ability to function as an effective agent for them. You gain proficiency with martial weapons and with a skill of your choice.
Bestow Fate
At third level, as an action in combat, you mark an individual and utter a verbal curse against them. Declare how many of your remaining Bardic Inspiration dice you want to assign to the mark and then select a fate effect for them, which remains active until either you, or they, fall unconscious. The target must be able to see or hear you for this effect to work.
Now roll the dice you selected...
Clumsy. You reduce the first attack roll the mark makes each round by the result of this bardic dice roll.
Feeble. You reduce the first saving throw the mark makes each round by the result of the dice roll.
Slow. You reduce the mark's movement speed by 5 feet, plus the result of the dice roll, until the end of the mark's turn.
You must declare whether you invoke the curse after the mark rolls their dice but before the GM tells you the result of the roll. After one minute, the Bardic Inspiration dice are spent, and the effect ends.
Extra Attack (Level 6)
Starting at 6th level your music has become amplified via arcane means to inspire your allies to the core. A creature that uses one of your bardic inspiration dice may, before rolling, choose to use your Charisma modifier (minimum of 1) instead of rolling.
Enduring Inspiration (Level 6)
You have honed your ability to convince allies to trust your words and stay inspired even in the face of grim odds. Starting at 6th level, when a creature adds your Bardic Inspiration to an ability check or saving throw and the roll fails, the creature keeps the Bardic Inspiration die. If the creature rolled a natural 1, in addition to them keeping the Bardic Inspiration die, an additional die is restored to you.
Potent Fate (Level 14)
Starting at 14th level, on the start of your turn you may use a bonus action to reroll your Bestow Fate dice. You keep the highest value, but you may only do this once per Bestow Fate dice. Additionally, you may use your reaction to force a target under the influence of your Bestow Fate to reroll one specific attack roll, saving throw, or ability check (in addition to the current fate effect). You must decide whether they will reroll after they have rolled but before the GM tells you of the result of their roll.
College of the Seers
College of the Seers (Level 3)
The ancient order of seers, the völv, examines the children of the raiding clans in search of individuals with the nascent ability to read the runes and connect with the primal forces of the world. Unfortunately, only a few have sufficient gifts to become seers. The others are sent back to their clans after being trained to compose music, sing songs, collect stories, and watch. Many become bards of the College of the Seers.
This bard is both a storyteller and a manipulator, capable of playing off both sides in a conflict and coming out the winner. Though skilled in the martial arts, they also know how to navigate the complexities of clan politics. And with a touch of the prescient, they can both understand what is to come and influence it.
The latter they do in the form of curses that weigh heavily on the minds of the afflicted, bending them to the skald's will (or by invoking blessings to benefit allies). Never entirely trusted, even by one's friends, this bard is always respected.
Bonus Proficiencies
Starting when you swear your oath to the völv to join the College of the Seers at 3rd level, you embark on a lifelong journey, committed to the völv above all. You learn to protect the seers and have enhanced your ability to function as an effective agent for them. You gain proficiency with either martial weapons or medium armor. You also gain a skill of your choice.
Bestow Fate
At 3rd level, as an action, you mark an individual that you can see or hear within 30 feet and utter a verbal curse against them. You expend one Bardic Inspiration die, assign it to the mark, and then select a fate effect for them. If the target fails a Charisma saving throw against your spell save DC, they are marked by the selected fate.
- Clumsy
- Feeble
- Slow
After one minute, or if you mark a new target, this effect ends. The effect also ends if you or the target become unconscious. When you use this feature to mark a new target any previous targets are no longer considered marked.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice whenever you take the Attack action on your turn.
Enduring Inspiration (Level 6)
Your curses may be used to empower (or goad) your allies into ever more daring escapades. Starting at 6th level, you can select two new fates for those marked by your Bestow Fate feature.
- Bold
- Sturdy
In addition, you can now apply Bestow Fate to more than one creature without it ending early so long as no two creatures share the same fate.
Potent Fate (Level 14)
Starting at 14th level, if you are unhappy with the result of a Bestow Fate roll, you may reroll it and you must take the second roll. You may only do this once per turn. Additionally, you may use your reaction to force a target under the influence of your Bestow Fate to reroll a specific attack roll, saving throw, or ability check (in addition to the current fate effect). You must decide whether they will reroll after they have rolled but before the GM tells you of the result of their roll.
College of the Shadowfell
College of the Shadowfell (Level 3)
Bards of the College of the Shadowfell specialize in the study of that realm, gleaming great knowledge of shadow magic in the process. These bards are few in number and their study is far harder than most, for knowledge of the Shadowfell is hard to come by. These bards occasionally gather in great libraries to share their knowledge, but most of their time is spent out in the world, looking for any glimpses of knowledge that might lead them to their goal.
These bards generally do not perform music, and are instead more inclined to creating stories and manufacturing histories, with most of these stories ending as dark as the realm they study.
Bonus Proficiencies
(3rd-level College of Shadowfell feature)
When you join the College of the Shadowfell at 3rd level, you gain proficiency with medium armor, martial weapons, and the Stealth skill.
Shadow Stride
(3rd-level College of Shadowfell feature)
Also at 3rd level, you can lace your words with shadow magic to grant an ally unnatural speed. When a creature that has a Bardic Inspiration die from you begins to move, it can choose to roll that die and add 5 times the number rolled to its speed until the end of its turn. For the same duration, every 2 feet of its movement in dim light or darkness only costs 1 foot of speed.
Shroud of Darkness (Level 6)
(6th-level College of Shadowfell feature)
Starting at 6th level, whenever a creature rolls a Bardic Inspiration die from you, both you and that creature become imbued with shadow magic. Shadows envelop the two of you until the start of the roller's next turn, causing the first attack made against each of you during the duration to be made at disadvantage.
Umbral Body (Level 14)
(14th-level College of Shadowfell feature)
Beginning at 14th level, you gain the ability to transform into pure shadow. You can cast umbral form at will, without expending a spell slot or material components. When you cast the spell using this feature, you may only target yourself.
College of the Skald
College of the Skald (Level 3)
For the clans of the north, the history of their people and the stories of the gods are carried in the tales told by the warrior poets, skalds. Skalds make history come alive, and in battle their rousing words can bring to bear the fury of an ancient battlefield. Skalds embolden their allies with tales of the legendary warriors of old.
War Song
Starting at 3rd level, you learn to perform a war song to embolden your allies. You can use your bonus action to begin your war song, which requires concentration and lasts one minute.
When you begin performing your war song or as a bonus action while you are concentrating on your war song, you can choose up to three allies within 60 feet of you that can hear you. You can also choose yourself in place of one of the targets. Once before the end of your next turn, the targeted allies can roll a 1d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. Once you perform a war song, you cannot do so again until you finish a short or long rest.
You may target one additional humanoid with your war song starting at 6th level and 14th level.
Ancient Wolf's Song
Starting at 3rd level, whenever you use your bonus action to use the effect of your war song you can expend one use of your Bardic Inspiration to incite fury in your allies. The targeted allies can roll a bardic inspiration die instead of a 1d4 when rolling damage for a melee weapon attack, and can move up to 5 feet without provoking opportunity attacks in addition to the attack's other effects.
Words of Brutality (Level 6)
Starting at 6th level, if you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw against your spell save DC to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature within the next 10 minutes, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect ends immediately if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
Once you use this feature, you can't use it again until you finish a short or long rest.
Embodiment of Legend (Level 14)
Starting at 14th level you can personify a legendary warrior if you perform for at least 1 minute by singing or reciting a poem about them. You must also concentrate for the duration of the performance. At the end of the performance, you may cast tenser's transformation without requiring concentration or material components. You can end the spell's effect as a bonus action. Once you use this ablility you cannot use it again until you finish a long rest.
College of the Skysinger
College of the Skysinger (Level 3)
Members of the College of the Skysinger are adventurers who travel the world acting not only as entertainers but as agents of remembrance and soothesayers for souls who've not yet moved on.
Members of the college are tasked with the mission of traveling the world to record history through poetry and verse, ensuring the harsh truths of history are not swept away. At the same time these bards must help lost souls who've suffered the tragedies of the past find peace.
The college of the Skysinger was the dream of a famed archer who inadvertently caused the deaths of his comrades. To cope with his grief he turned to the poetic arts and traveled the world trying to atone for his sins by delivering restless spirits to a peaceful slumber. He hoped to one day return to the place where his friends were lost, and lay their souls to rest.
To honour this legendary bard and archer, members of the College often take up the bow alongside their instruments.
Bonus Proficiencies
3rd-level College of the Skysinger feature
Beginning at the 3rd level, you gain proficiency with longbows, the History skill and one other skill of your choice.
Troubadour's Paean
3rd-level College of the Skysinger feature
Beginning at the 3rd level, you learn to protect your allies with your songs. A creature that has a Bardic Inspiration die from you can roll that die to gain temporary hit points equal to the result when an attack or spell targets the creature. While those temporary hit points are protecting the creature, they gain advantage against Intelligence, Wisdom and Charisma based saving throws.
Scars of History (Level 6)
6th-level College of the Skysinger feature
Beginning at the 6th level, you gain advantage on checks regarding the history of battles and tragedies.
You are able to to channel your intuitive knowledge of tragedy into song. When you cast a spell, you may expend a Bardic Inspiration die to cause a creature to strike with hesitation. Select a creature within 60ft. of you that can hear you. That creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature's mind is wrought with sorrow causing it to hold back. Until your next turn, when the creature makes a damage roll their damage is reduced by an amount equal to the Bardic Inspiration die + your Charisma ability modifier. The creature becomes immune to this effect for one hour afterwards. If successful, they are unaffected by your performance and become immune to the effect for one hour.
Wanderer's Ballad (Level 14)
14th-level College of the Skysinger feature
Beginning at the 14th level, when you cast a spell you may expend one Bardic Inspiration die to further inspire your allies. Select an allied creature within 60ft. of you that can hear you. Their critical hit range increases by 1 for a number of rounds equal to your Charisma ability modifier. If the creature is under another effect which increases their crit range prior to the effects of Wanderer's Ballad, simply add the next lowest number to your crit range. For example, a fighter with a crit range of 19 or 20 affected by this ability has a crit range of 18, 19 or 20.
College of the Spheres
College of the Spheres (Level 3)
Since time immemorial, musicians and storytellers have looked to the heavens for inspiration, imagining them to be the souls of great heroes or the divine singers of some eternal ballad. Now that bards can travel among the celestial spheres for themselves, the true sound of the Universal Music has been found: not in the roaring of stars or the crashing of asteroids, but in the incredible diversity of peoples and cultures that permeates the galaxy. Bards who belong to the College of the Spheres seek to blend as many of these influences together as they can, creating stunning, multi-layered compositions that push both the player and the listener to the limits of possibility.
Universal Music
When you join this college at 3rd level, you begin to explore the relationship between music and mathematics, gaining a deep understanding of cutting-edge science. You have advantage on any Intelligence check relating to advanced mathematics, geometry, kinematics, acoustics, or ballistics.
Astronomy Domine
Also at 3rd level, you begin to channel the majesty of the stars with your spellcasting. Whenever you deal damage with a bard spell, you can change the damage type to radiant damage. Additionally, you can increase the damage by expending one use of your Bardic Inspiration, adding that die to the spell's damage roll.
Stellar Chorus (Level 6)
Starting at 6th level, your voice gains the backing of a distant chorus that echoes across the heavens. Whenever one of your Bardic Inspiration dice is rolled, you can roll it twice and take whichever result you prefer.
Harmonic Convergence (Level 14)
When you reach 14th level, you are so attuned to the rhythm of the cosmos that the skies shake when you sing. Once per turn, when a creature makes a saving throw against a spell you cast, you can expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll.
College of the Wilds
College of the Wilds (Level 3)
Some bards are so inspired by the majesty of nature that they draw their musical magic from nature itself. Often more at home in nature then on the stage, bards who join College of the Wilds feel a special kinship with plants and animals of all kinds. They can use their enchanting music to soothe even the most savage beasts, turning them from enemy to ally.
Friend of Nature
When you join this College at 3rd level, you gain the skills to charm and subdue plants and animals of all kinds. You gain proficiency in both Animal Handling and Performance, and Animal Handling becomes a Charisma-based skill for you.
Also, when you cast an enchantment spell that can target only humanoids, you can target beasts and plants as well.
Bestial Inspiration
Starting at 3rd level, you can use a bonus action to expend a bardic inspiration and grant one of the bestial effects below to a creature within 60 feet. These abilities last for one hour, and end early if the creature chooses to end the effect, you grant them another bestial ability, or they are incapacitated.
Flight of the Squirrel
The creature sprouts lightweight flaps or fins. When they fall, they can subtract 60 feet from their fall when calculating fall damage, and they can move horizontally 2 feet for every 1 foot they fall.
Grip of the Monkey
The creature gains the ability to grip almost any surface. They gain a 30 foot climbing speed and have advantage on Strength (Athletics) checks to grapple.
Speed of the Deer
The creature's legs grow and their pace quickens. Their movement speed increases by 15 feet.
Swiftness of the Dolphin
The creature grows webbing between their digits. They gain a 30 foot swimming speed and can hold their breath underwater for up to 1 hour.
Wild Companion (Level 6)
Beginning at 6th level, when you finish a long rest, you can call a creature of the wild to you. A beast or plant of your choice native to the area appears and is friendly to you and your companions and obeys you completely. In combat, it shares your turn in initiative order, and can move and use its reaction on its own, but it can only take the dodge action unless you use your bonus action to command it to take the an action from its stat block or another action.
Your bard level determines the maximum CR of the beast or plant you can summon, as shown in the Companion table.
| Bard Level | Max CR | Example Companions |
|---|---|---|
6th | 1 | Brown Bear, Vine Blight |
14th | 2 | Awakened Tree, Giant Elk |
17th | 4 | Elephant, Giant Scorpion |
If your companion has died within the past hour, you can touch it and expend a spell slot of 1st-level or higher and it returns to life with all of its hit points restored. You can only control one Companion at a time with this feature. Calling a second Companion causes the first to flee into the wild.
Wild Companions
Work with your game master on which beasts and plants would be native to certain environments. There should be creatures available for you to call in all but the most extreme environments.
Soothe the Savage Beast (Level 14)
Your mastery of music and intimate knowledge of wild beasts allows you to soothe any creature, no matter how savage they are. Starting at 14th level, you can target monstrosities with enchantment spells that normally target only humanoids.
Also, you learn the dominate beast spell. It counts as a bard spell for you, but it doesn't count against your total number of Spells Known. You can cast dominate beast once at 4th-level, without expending a spell slot. Once it is cast in this way, you must finish a short or long rest before you can do so again.
College of The Wilds
College of The Wilds (Level 3)
Some bards are so inspired by the majesty of nature that they draw their musical magic from nature itself. Often more at home in nature then on the stage, bards who join the College of the Wilds feel a special kinship with plants and animals of all kinds. They can use their enchanting music to soothe even the most savage beasts, turning them from enemy to ally.
Friend of Nature
When you join this College at 3rd level, you gain the skills to charm and subdue plants and animals of all kinds. You gain proficiency in both Animal Handling and Performance, and Animal Handling becomes a Charisma-based skill for you.
Also, when you cast an enchantment spell that can target only humanoids, you can target beasts and plants as well.
Bestial Inspiration
Starting at 3rd level, you can use a bonus action to expend a bardic inspiration and grant one of the bestial effects below to a creature within 60 feet. These abilities last for one hour, and end early if the creature chooses to end the effect, you grant them another bestial ability, or they are incapacitated.
Flight of the Squirrel. The creature sprouts lightweight flaps or fins. When they fall, they can subtract 60 feet from their fall when calculating fall damage, and they can move horizontally 2 feet for every 1 foot they fall.
Grip of the Monkey. The creature gains the ability to grip almost any surface. They gain a 30 foot climbing speed and have advantage on Strength (Athletics) checks to grapple.
Speed of the Deer. The creature's legs grow and their pace quickens. Their movement speed increases by 15 feet.
Swiftness of the Dolphin. The creature grows webbing between their digits. They gain a 30 foot swimming speed and can hold their breath underwater for up to 1 hour.
Wild Companion (Level 6)
Beginning at 6th level, when you finish a long rest, you can call a creature of the wild to you. A beast or plant of your choice native to the area appears and is friendly to you and your companions and obeys you completely. In combat, it shares your turn in initiative order, and can move and use its reaction on its own, but it can only take the dodge action unless you use your bonus action to command it to take the an action from its stat block or another action.
Your bard level determines the maximum CR of the beast or plant you can summon, as shown in the Companion table.
| Bard Level | Max. Cr | Example Companions |
|---|---|---|
6th | 1 | |
14th | 2 | |
17th | 4 |
If your companion has died within the past hour, you can touch it and expend a spell slot of 1st-level or higher and it returns to life with all of its hit points restored. You can only control one Companion at a time with this feature. Calling a second Companion causes the first to flee into the wild.
Soothe the Savage Beast (Level 14)
Your mastery of music and intimate knowledge of wild beasts allows you to soothe any creature, no matter how savage they are. Starting at 14th level, you can target monstrosities with enchantment spells that normally target only humanoids.
Also, you learn the dominate beast spell. It counts as a bard spell for you, but it doesn't count against your total number of Spells Known. You can cast dominate beast once at 4th-level, without expending a spell slot. Once it is cast in this way, you must finish a short or long rest before you can do so again.
College of Thoughtsong
College of Thoughtsong (Level 3)
Originating in the isolated monasteries of Adar, the College of Thoughtsong unites the musical inspiration of bardic magic with psionic talent. "Thoughtsingers," as these bards call themselves, project the music of pure emotions and feelings directly into the minds of their audience. Adaran immigrants and kalashtar have spread this tradition to Khorvaire, and thoughtsingers are often on the front lines in the conflict between them and the Inspired.
Psionic Spellcasting
When you join the College of Thoughtsong at 3rd level, you gain the ability to cast your bard spells as innate spells, requiring no components except material components with a listed cost.
Although you do not speak or make gestures when you cast a bard spell innately, there is an audible thrum in the air originating from you when you do so, and your eyes glow with psionic power as the spell takes effect. This makes it obvious you are the origin of whatever spell you are casting innately.
Empathic Telepathy
At 3rd level, you gain the ability to communicate with any creature within 60 feet of you using limited telepathy. You don't need to see or share a language with a creature to communicate this way, but you can only project emotions, not words. You can communicate this way with any number of creatures within range you desire.
You may use this feature in conjunction with any other bard feature or spell to remove the requirement that you speak, sing, or orate, or that the creature affected by the feature or spell be able to hear you. (For instance, if an ally is within range of your Empathic Telepathy, you may grant them a Bardic Inspiration die without speaking a word, projecting a swelling surge of hope and determination directly into their mind. Alternatively, if you know and cast vicious mockery, you may project scorn and derision at a target within your Empathic Telepathy range, allowing you to affect the target of that spell without needing to be heard.)
Secrets of Thoughtsong (Level 6)
At 6th level, you learn two spells of your choice from the following list: aid, beacon of hope, bless, blur, command, detect evil and good, divine favor, encode thoughts, enemies abound, guidance, haste, mage armor, mass healing word, mind spike, mirror image, prayer of healing, protection from evil and good, sanctuary, shield of faith, thaumaturgy, and warding bond.
The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Music of the Mind (Level 14)
Beginning at 14th level, you may start or continue a Countercharm performance for creatures within range of your Empathic Telepathy as a bonus action, instead of an action.
Additionally, as a bonus action while you are performing your Countercharm, you may grant each affected creature an immediate saving throw to end any spell or effect on itself that a Wisdom, Intelligence, or Charisma saving throw can end, ending the effect on a success. You may only grant this additional saving throw once, and must then finish a short or long rest before doing so again.
College of Tragedy
College of Tragedy (Level 3)
Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.
Poetry in Misery
When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.
Sorrowful Fate
Starting at 3rd level, you exploit a foe's peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.
If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.
Once you use this feature, you can't use it again until you finish a short or long rest.
Tale of Hubris (Level 6)
At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.
Impending Misfortune (Level 6)
Also at 6th level, your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a +10 bonus to the roll, but the next attack roll or saving throw you make takes a −10 penalty. If not used, this penalty disappears when you finish a short or long rest.
You can't use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.
Tale of Hubris (14th Level) (Level 14)
At 14th level, the critical hit range of this feature increases to 17–20.
Nimbus of Pathos (Level 14)
Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:
The creature has a +4 bonus to AC.
It has advantage on attack rolls and saving throws.
When the creature hits a target with a weapon attack or spell attack, that target takes an extra 1d10 radiant damage.
Any weapon attack against the creature scores a critical hit on a roll of 18–20.
When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can't use it again until you finish a long rest.
College of Trophy Hunters
College of Trophy Hunters (Level 3)
Bards that have joined the College of Trophy Hunters (more simply known as 'Treasure Hunters') are swashbuckling, romantic adventurers that roam the world, searching for the beasts and monsters that legends are made of. It is not enough for them to simply experience the thrill of the hunt, however. They must also bring back a prize from their kills, using them as the set pieces of epic tales that they are sure to tell over and over again.
While many see the Trophy Hunters as simple braggarts, they actually carry with them ancient traditions of animism that imparted great power to objects and to the histories contained within them. They are able to hear the hidden stories these trophies have to tell and use this knowledge to inspire and empower their companions around them.
Trophy hunters are very often found in adventurer's guilds or mercenary halls, happily showing off their many trinkets to wide-eyed recruits who are just at the start of their monster-hunting journeys. It is also not uncommon to find old trophy hunters sitting in a cosy spot by the tavern fire, ready and eager to explain where the dragon head above the hearth came from. And, if they were to embellish a detail or ten, what's the harm? All that matters is that they inspire the listener to their own yearnings of adventure.
Bonus Proficiencies
When you join the College of Trophy Hunters at 3rd level, you gain proficiency in Survival checks and harvesting kits, and you always add your proficiency bonus when making Appraisal checks, even if you do not have the relevant skill for that creature type.
Harvest Trophy
Starting at 3rd level, you gain a true appreciation for the history of objects and keepsakes, allowing you to draw inspirational power from the materials you harvest. Whenever you successfully harvest a material from a creature you helped kill, you may designate it as one of your trophies. A trophy must weigh less than 10 pounds and be able to be held aloft in one hand. You may have a number of trophies equal to your Charisma modifier (minimum of one). If you exceed this number, you must replace one of your current trophies with your newest addition.
When you use your Bardic Inspiration, you may choose to also hold one of your trophies aloft, granting an extra benefit to the creature you inspired. In addition to the normal bonus gained from your inspiration dice, a creature that used that dice may also roll their ability check, attack roll, or saving throw with advantage if that roll was made in relation to a creature that has the same creature type as the one the trophy was made from. For example, if your target gained inspiration from a trophy taken from an aberrant, they would be able to gain advantage on attack rolls made against aberrants, saving throws made to resist an aberrant's spells, and ability checks made to track an aberrant if they used the inspiration die on that roll.
Grim Keepsake (Level 6)
When you reach 6th level, you learn how to impart an intimidating presence to your trophies, using them to assert your dominance over lesser quarries. As an action, you may hold one of your trophies aloft. All creatures within 60 feet of you that can see you and that are of the same creature type as the one the trophy was made from must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature may make the saving throw again at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on either of these saving throws is immune to this feature for the next 24 hours. You may use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses once you finish a long rest.
Join the Hunt (Level 14)
Beginning at 14th level, your love for the hunt becomes so great, that you are able to whip you and your companions up into a frenzy merely at the sight of your next trophy.
As an action, you may designate a target within 60 feet of you that you can see as your quarry. For 1 minute, you and all of your allies that start their turn within 60 feet of you gain the following benefits:
Melee weapon attacks made against your quarry are made at advantage so long as the attacker has at least one ally adjacent to your quarry.
On their turn, a creature with this benefit may use their bonus action to move up to their speed in a straight line towards your quarry.
Once this feature has been used once, it cannot be used again until you finish a short or long rest.
College of Valor
College of Valor (Level 3)
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Magic (Level 14)
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
College of War Dance
College of War Dance (Level 3)
Bonus Proficiencies
At 3rd level you gain proficiency with the Performance skill.
War Dancing
At 3rd level, you can begin a War Dance on your turn as a bonus action. When you do so, choose a number of allied creatures that you can see and that can see you, up to a number equal to your Charisma modifier (minimum of one) to join your War Dance. The War Dance lasts for 1 minute and allows you to expend an inspiration die to use one of the following dance phrases as a bonus action. Creatures taking part in your War Dance must be able to see you to benefit from a dance phrase.
Places People!: Creatures taking part in your War Dance may immediately use their reactions to move up to half their speed without provoking opportunity attacks.
Slide: Roll your bardic inspiration die. A creature you choose that is joined in your war dance gains a bonus to their AC equal to the roll on the Bardic Inspiration die until the start of your next turn.
Light feet: Creatures joined in your war dance can take the dash action as a bonus action until the start of your next turn.
Rhythm Ramp-up (Level 6)
Starting at 6th level, you can select a creature you can see within 60 feet of you. Creatures taking part in your War Dance that attack your selected creature gain a bonus to the damage rolls for their next attack until the start of your next turn. The damage bonus starts at +1 and increases by 1 for each other creature joined in your War Dance that hits with an attack. Once you have used this feature you can not use it again until you finish a long rest.
Dancer's Challenge (Level 14)
Starting at 14th level a creature you can see within 60 feet must make a Charisma saving throw or be charmed by you. While charmed this way the creature is compelled to dance, using all its movement dancing in its space. A flying creature without the ability to hover circles as few spaces as possible. You must use an action on your turn to dance to maintain the charm. The creature may use an action on its turn to make a Charisma (Performance) check contested by your Charisma (Performance) check to escape the compelled dance before it uses all of its movement that turn.
College of Whispers
College of Whispers (Level 3)
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until you finish a short or long rest.
Mantle of Whispers (Level 6)
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Shadow Lore (Level 14)
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can't use it again until you finish a long rest.
College of Whistles
College of Whistles (Level 3)
Wander with Wayward Spirits
Old tales speak of the dangers of whistling: the hollow, haunting pitches call to the spirits of the departed and invite them back to the world of the living. Bards of the College of Whistles take these stories and set them to their own warbling tunes, whistling forth their bardic magic and summoning spirits to aid in their travels. These Bards wander even more than most of their fellows, drawn to traveling and gathering both stories and ghosts like patches in tattered clothing.
The Wandering Visits table offers suggestions on places you've visited during your travels where you met the various spirits drawn to your whistles. You can use the examples as they're given, mix and match the locations and the spirits, or create your own.
| 1d6 | Location |
|---|---|
1 | You found an abandoned tavern with a single place still set at a table in the corner. A melancholy spirit waited there for someone who would never arrive. |
2 | Scorched foundations are the only remains of a cottage that burned long ago. The echo of a singing child watched over travelers who stopped there. |
3 | You stayed in a manor house's haunted tower quarters. The angry spirit there is the remnant of someone who died, old and infirm—helpless to stop the wickedness they saw from afar. |
4 | The mournful song of a lingering soul drew you to an old, covered bridge—the only place where the spirit found hope in life. |
5 | An orphanage with a positive reputation housed the hopeful shade of a child who died of sickness. It was a companion to other orphans until they grew or were taken in by homes. |
6 | A misty roadside meadow was once the site of a terrible battle. The spirit of a soldier who died there vented its fury against con artists and bandits who preyed upon the roadway. |
Handy Haints
You can call forth haints—vagabond spirits. When you inspire a creature with Bardic Inspiration, you can summon a ghostly apparition that drifts around the inspired target.
The haint creates an aura extending 15 feet from the target. The haint vanishes after 1 minute, when you summon a new haint, when you use the reaction it grants you, or if you are incapacitated or die. When you summon a haint, choose its form: Grump, Sad Sack, or Scamp.
Grump
This red-tinged, elderly spirit dressed in threadbare rags threatens your foes and harangues your allies to do better. The inspired creature and its allies within the aura have advantage on Charisma (Intimidation) checks and Strength saving throws. In addition, when a creature inside the aura deals damage, you can use your reaction to increase the damage dealt to one target by a roll of your Bardic Inspiration die plus your Charisma modifier.
Sad Sack
The blueish, melancholic spirit saps the fervor from your foes. The inspired creature and its allies within the aura have half cover against ranged attacks. In addition, when a creature inside the aura takes damage, you can use your reaction to reduce the damage taken by an amount equal to a roll of your Bardic Inspiration die plus your Charisma modifier.
Scamp
The gold-hued, childlike spirit delights and invigorates your allies. When the inspired creature or its allies starts a turn in the aura, that creature's speed increases by 10 feet until the end of its next turn. In addition, when a creature inside the aura fails a saving throw, you can use your reaction to let the creature reroll the d20.
Whistling Wanderer
You've shaped the superstition of whistling to the dead into a potent instrument. You gain the following benefits.
Wanderer's Bindle
When you finish a long rest, you can touch a nonmagical bag, sack, or similar container and turn it into a magical container called a bindle. This container functions as a Handy Haversack. If you create a second bindle, if your bindle is more than 1 mile away from you, or when you die, the bindle loses its magic, and anything inside appears in unoccupied spaces closest to the container.
Whistled Spells
You can whistle in place of verbal components for your bard spells. Observers unfamiliar with this tradition must succeed on a DC 15 Intelligence (Arcana) check to recognize your spellcasting for what it is by whistled verbal components alone.
Homeward Bound (Level 6)
You can whistle to conjure a ghostly train that returns you and your companions to a known destination. When you finish a long rest, you can leave a mark at that location using paint, chalk, carving, or some other medium (which can be erased, defaced, or destroyed normally).
Thereafter, you can use this feature to cast Teleportation Circle using the mark as the destination. When you cast the spell in this way, a phantom train whisks away creatures who enter the circle, and you can't cast it again until you finish a long rest. You can have a number of marked locations equal to your Charisma modifier at one time (minimum of 1 location). If you mark a location beyond your maximum, one of the previous marks of your choice fades.
When you reach 9th level in this class, you always have Teleportation Circle prepared and can use any of your marked locations as the destination when you cast it.
Ride the Rails (Level 6)
You can whistle as an action to summon a spectral locomotive into existence. It hurtles forward in a 120-foot-long, 10-foot-wide line from you, and it passes through objects and creatures.
You and up to six willing creatures of your choice within 30 feet of you can hitch a ride on the train. You teleport to an unoccupied space of your choice in the line, and any creatures who accompanied you appear in the closest unoccupied spaces to you.
Each other creature in the line must succeed on a Wisdom saving throw against your spell save DC or be deafened until the start of your next turn, be pushed up to 10 feet straight away from the line's point of origin, and take an amount of psychic damage equal to three rolls of your Bardic Inspiration die.
Once you use this feature, you can't do so again until you finish a long rest unless you expend a spell slot of 3rd level or higher (no action required) to restore your use of it.
Last Stop (Level 14)
The ghostly shrill of your whistle now draws the living closer to the world of the dead. As an action, you blow a whistle that is audible up to 300 feet away. Up to six creatures of your choice that you can see within that range must succeed on a Charisma saving throw against your spell save DC or be cursed for 1 minute. When a cursed target takes psychic damage, it is frightened of the source of that damage until the end of its next turn. The first time a cursed target takes psychic damage, it has vulnerability to psychic damage. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest unless you expend a spell slot of 7th level or higher (no action required) to restore your use of it.
College of Worship
College of Worship (Level 3)
A bard may devote themself to a deity, drawing on divine power. These bards belong to Colleges of Worship, which are as diverse and numerous as the various faiths themselves.
Some Colleges of Worship are inclusive, representing alliances between allied gods and their worshippers. Others are secretive, excluding all except the most dedicated of bards for their particular god. The college may be structured and hierarchical, with clearly defined duties and expectations. Or it may be chaotic, merely a loosely affiliated group of bards connected by their faith.
The role a bard plays in service to their college varies greatly. Bards dedicated to justice may uplift noble causes with song and skill. Those who venerate knowledge may seek rare tomes or artifacts that have been lost for centuries. Others may serve as dirgesingers, spreading sorrow and grief.
Some bards may have started as choir singers in temples before seeking adventure. Some may act as agents or spies. Others may seek out new converts for their faith. Whatever their reasons or motives, bards in Colleges of Worship have heeded the call of their god, much like a paladin or cleric.
Call of the Faithful
At the 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, History, Medicine, or Religion. You can also use a holy symbol as a spellcasting focus for your bard spells.
Divine Inspiration
At the 3rd level, your faith has granted you the following abilities.
Elegy for the Departed
You can expend a use of your Bardic Inspiration to sing a lamenting elegy. As an action, choose one or more undead creatures within 30 feet of you, up to your proficiency bonus. Each undead must make a Wisdom saving throw. On a failed save, a creature takes radiant damage equal to a roll of your Bardic Inspiration die + your Charisma modifier, and its speed is reduced to 0 until the start of your next turn. On a successful save, a creature takes half as much damage and its speed is not reduced.
Sacred Hymn
You can expend a use of your Bardic Inspiration to intone sacred words of your deity. As an action, choose a number of creatures that can hear you within 60 feet of you up to your proficiency bonus regain hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier (minimum +1).
Holy Magic (Level 6)
At 6th level, you learn additional spells from your deity. Choose one Divine DOmain from the Cleric class, appropriate for your deity. You learn two spells of your choice from the list of Domain Spells, and one cantrip of your choice from the cleric spell list Each spell you choose must be of a level you can cast, as shown on the Bard table. The chosen spells count as bard spells for you, but they don't count against the number of bard spells you know.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one spell you learned from this feature with another spell from the chosen Domain Spell list.
Deus ex Machina (Level 14)
Starting at 14th level, you can implore your god to directly intervene in the affairs of mortals. Immediately after a creature uses your Bardic Inspiration on an attack roll, ability check, or saving throw and fails, you can use your reaction to allow divine energy to flow through you, granting the creature a +10 bonus to the roll.
Once you use this feature, you can't use it again until you finish a long rest.
College of Wyrdsingers
College of Wyrdsingers (Level 3)
Bards of the College of Wyrdsingers subscribe to the wyrd, a philosophy that centers around the phenomenon of the same name. The wyrd is that which will be, inexorably tied to such concepts as destiny and fate. Though some might consider the idea of a fixed destiny fatalistic, the bards of this college are inspired by this viewpoint. One may not choose the manner of one's death, but one can choose how to meet it, and that idea is at the heart of this college. An insect might be caught in a spider's web. Whether it lives or dies, its struggles ultimately shake the web in its entirety, and it might free itself through such effort. The struggle affects all things, however remotely connected they might be, whereas the insect that merely accepts its death leaves not even a ripple behind. To confront fate, to embrace the wyrd and whatever it brings, is to have the power to shake the world and make it take notice.
Braggart (Level 3)
When you join the College of Wyrdsingers at 3rd level, you are already a Master of the art of bragging about your deeds. The fact that you exaggerate is of little importance; what matters is that boasting of your deeds makes people listen to you.
Your proficiency bonus is doubled when you make a Intimidation or Persuasion check.
Inspire Greatness (Level 3)
Also Beginning at 3rd level, you can use a bonus action to instill a sense of worth in a single ally within 60 feet who can hear you. Your ally gains a bonus equal to your Charisma modifier on attack rolls, damage rolls, ability checks, and saving throws for a number of rounds equal to your bard level. That ally cannot benefit from your Bardic Inspiration until the duration of this feature has run its course. You can use this feature once at 3rd level, twice at 8th level, and three times at 15th level. You regain all expended uses when you finish a long rest.
Additionally, you can use a bonus action to cast any abjuration spell you know that normally takes 1 action to cast (for example, laugh in the face of fear or lesser restoration). Once you use this feature, you must finish a long rest before you can use it again.
Not This Day (Level 6)
Starting at 6th level, if an ally of yours drops to 0 hit points, you can use a reaction to expend one of your uses of Bardic Inspiration. Your ally gains a number of temporary hit points equal to the die roll and remains conscious.
If the attack that reduced the ally to 0 hit points would have been fatal, the ally will die if they lose all temporary hit points they currently possess, unless their hit point total is raised to 1 or higher before that happens.
Make Your Own Fate (Level 14)
At 14th level and higher, you can use an action to sing a song of valor that enables you to remain courageous and fight fiercely in the face of the gravest danger.
For 1 minute thereafter, you gain immunity to the frightened condition. Any ally you affect with your Bardic Inspiration feature also gains this immunity until they expend the Bardic Inspiration die or the duration expires.
In addition, while this feature is in effect, you add your Charisma modifier to your weapon damage and to the damage of any spell you cast.
Entropy
College of Entropy (Level 3)
Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable. Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They're called luck stealers (with a mixture of derision and respect) because no matter how bad things get for everyone around them, these bards always seem to come out unscathed.
Bonus Proficiencies
When you join the College of Entropy at 3rd level, you gain proficiency with Acrobatics, Athletics, and a gaming set of your choice.
Luck Stealer
Also at 3rd level, you learn to borrow a little bit of other people's luck for yourself. When a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the Inspiration, causes a chaos magic surge.
Infusion of Fortune (Level 6)
At 6th level, when you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest.
Belief is a Tool (Level 14)
Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge.
Greenleaf College
Greenleaf College (Level 3)
The Greenleaf College was founded by half-elves who sought to celebrate their varied heritage. Drawing from elven lore for inspiration and power, Greenleaf bards strengthen their connection to nature. Through their magic and their tales, they convey the rejuvenating strength of the forests and rivers to their allies.
Expanded Spell List
When you join the Greenleaf College at 3rd level, you gain access to an expanded list of bard spells. The following spells are added to the bard spell list for you.
| Bard Level | Spells |
|---|---|
1st | |
2nd | |
3rd | |
4th | |
5th |
Rejuvenating Inspiration (Level 3)
Also at 3rd level, you learn to infuse your Bardic Inspiration with a magical seed of healing energy. When a creature uses a Bardic Inspiration die from you to increase one ability check, attack roll, or saving throw, it also gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.
Land's Stride (Level 6)
At 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Vital Surge (Level 14)
Starting at 14th level, as an action you can expend one use of Bardic Inspiration to magically remove one disease or detrimental condition affecting a creature you can see within 60 feet.
The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned.
Master of Masks
College of Masks (Level 3)
Bards in the College of Masks (or Masters of Masks, as they have come to be called) are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. Bards who practice in this college come to believe that all life is performed, rather than lived, and that to become an actor in this Great Play requires that one merely puts on the metaphorical mask of another. Because each person wears a mask every day, a Master of Masks carries with him a number of masks, each a potent magical artifact of a specific archetypical character or creature to allow them to better enter those roles.
Bonus Proficiencies
When you join the College of Masks at 3rd level, you gain proficiency in Deception and Performance. If you are already proficient in one of these skills you may choose another skill proficiency from among those bards can choose at 1st level.
Persona Masks
Also at 3rd level, you learn to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that archetypical character.
At 3rd level, you gain the ability to create two masks of your choice. Creating a mask requires 8 hours of work and 100 gp. You may only use masks created by yourself. No one else (even another Master of Masks) can benefit from a persona mask you create. You may switch masks as a bonus action.
Hidden Mask (Level 6)
At 6th level, you can craft 1 additional mask of your choice. You wear a mask, even when others cannot see it. You may make a mask you wear become invisible, or return an invisible mask to visibility, as a bonus action.
Master of Many Masks (Level 14)
At 14th level, you can craft 1 additional mask of your choice. You have become a master of assuming the archetypes contained within the masks, and may wear two masks simultaneously, gaining the benefits of each. For each alignment axis (good/evil or lawful/chaotic) your alignment appears neutral if your masks disagree for how your alignment appears.
Path of the Monster
College of Diplomacy (Level 3)
Bards of the College of Diplomacy under stand that statecraft, like music or drama, is a complicated artform. Formally trained as couriers, aides, stewards, geishas, and ambassadors, these performers use civility and social protocol to open doors where others cannot. In mastering their craft, these individuals also learn to see the connections between magical and social networks, and recognize how each can influence the other.
Foreign Relations
When you join the College of Diplomacy at 3rd level, you learn the proper etiquette for handling those from other cultures. You learn three languages of your choice.
In addition, whenever you interact socially with a creature in a language other than Common, you have advantage on your Charisma (Deception), Charisma (Persuasion), and Wisdom (Insight) checks against it, but only if the creature can understand that language.
Magical Networking
Also at 3rd level, you can utilize your web of personal connections to extend your reach through the Weave.
By expending a use of your Bardic Inspiration when you cast a bard spell, you can choose to cast the spell as if you we re located in the space of a willing creature within 60 feet of you that can see or hear you.
When you cast a spell in this way, the willing creature also gains an amount of temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier (minimum of 1).
Secret Communiqué (Level 6)
From 6th level, your mastery of sta tecraft allows you to communicate with but a meaningful look.
The ranges of both your Countercharm and Bardic Inspiration features are doubled, and if an ally can see you, it doesn't need to hear you to be affected by either of those features.
In addition, using this feature, you can choose to activate your Countercharm feature silently, without moving, and by using a bonus action instead of an action. Until the end of your next turn, targets affected by this use of Countercharm have advantage on their Charisma, Intelligence, and Wisdom saving throws, and can also communicate telepathically with any other affected targets they can see, regardless of their language.
After you use your Countercharm in this way, you can't do so again until you finish a short or long rest.
Diplomatic Immunity (Level 14)
Starting at 14th level, you can magically compel even your enemies to act cordially towards you.
As an action, you can force up to 5 creatures of your choice within 60 feet of you that can see and hear you to make a Wisdom saving throw against your spell save DC. A target automatically succeeds if it can't understand your language, but if it shares more than one language with you, it makes this save with disadvantage.
If a target fails its save, it becomes charmed by you and all of your allies it can see within 60 feet of you. This effect lasts until the end of your next turn if you are fighting the target or if you begin to fight it, or for 1 hour otherwise. This effect ends on a target if it notices you or your allies harm it or a creature it is friendly towards.
While charmed in this way, each affected target is convinced you are representing an individual, group, or power offering them fealty, an alliance, or a trade deal in its best interests. They will treat you hospitably, rationalize any of your hostile behaviors as unusual quirks, and try to persuade their allies to welcome you and your 'entourage.'
Once you use this feature, you can't do so again until you finish a long rest.