SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

DEX , CHA

Bard

Level Proficiency Bonus Features Bardic Die Cantrips Prepared Spells
1 + 2 Bardic Inspiration Spellcasting 1d6 2 4
2 + 2 Bardic Inspiration Spellcasting 1d6 2 5
3 + 2 Bardic Inspiration Spellcasting 1d6 2 6
4 + 2 Bardic Inspiration Spellcasting 1d6 3 7
5 + 3 Bardic Inspiration Spellcasting 1d8 3 9
6 + 3 Bardic Inspiration Spellcasting 1d8 3 10
7 + 3 Bardic Inspiration Spellcasting 1d8 3 11
8 + 3 Bardic Inspiration Spellcasting 1d8 3 12
9 + 4 Bardic Inspiration Spellcasting 1d8 3 14
10 + 4 Bardic Inspiration Spellcasting 1d10 4 15
11 + 4 Bardic Inspiration Spellcasting 1d10 4 16
12 + 4 Bardic Inspiration Spellcasting 1d10 4 16
13 + 5 Bardic Inspiration Spellcasting 1d10 4 17
14 + 5 Bardic Inspiration Spellcasting 1d10 4 17
15 + 5 Bardic Inspiration Spellcasting 1d12 4 18
16 + 5 Bardic Inspiration Spellcasting 1d12 4 18
17 + 6 Bardic Inspiration Spellcasting 1d12 4 19
18 + 6 Bardic Inspiration Spellcasting 1d12 4 20
19 + 6 Bardic Inspiration Spellcasting 1d12 4 21
20 + 6 Bardic Inspiration Spellcasting 1d12 4 22

Spell Slots per Spell Level

Level Proficiency Bonus Features 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

Class Features

Level 1

Bardic Inspiration
Spellcasting

Level 10

Magical Secrets

Level 12

Ability Score Improvement

Level 14

Subclass Feature

Level 16

Ability Score Improvement

Level 18

Superior Inspiration

Level 19

Epic Boon

Level 2

Expertise
Jack of All Trades

Level 20

Words of Creation

Level 3

Bard Subclass

Level 4

Ability Score Improvement

Level 5

Font of Inspiration

Level 6

Subclass Feature

Level 7

Countercharm

Level 8

Ability Score Improvement

Level 9

Expertise

Caster Progression

Caster Progression: full

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Proficiencies

Armor

light

Weapons

simple

Skills

Starting Equipment

Class Features

Bardic Inspiration (Level 1)

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

Using Bardic Inspiration

As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

Number of Uses

You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels

Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Spellcasting (Level 1)

You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description.

Cantrips

You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

Spell Slots

The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells

Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus

You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Expertise (Level 2)

You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Jack of All Trades (Level 2)

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

A Bard's Repertoire

Does your Bard beat a drum while chanting the deeds of ancient heroes? Strum a lute while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?

When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?

Bard Subclass (Level 3)

You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16.

Font of Inspiration (Level 5)

You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.

In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Subclass Feature (Level 6)

You gain a feature from your Bard Subclass.

Countercharm (Level 7)

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Expertise (Level 9)

You gain Expertise in two of your Skill Proficiencies of your choice.

Magical Secrets (Level 10)

You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 14)

You gain a feature from your Bard Subclass.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Superior Inspiration (Level 18)

When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Words of Creation (Level 20)

You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target.

Multiclassing

Proficiencies Gained

Armor light
Skills Choose Choose 1 from Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion
Toolproficiencies Anymusicalinstrument: 1
Tools Choose one Musical Instrument

Subclasses

Announcer
TheAnnouncer
Announcer: Variant
TheAnnouncer
Battledancer
MFOV:CP2
College of Adventurers
GHPG
College of Adventurers
GrimHollowPG24
College of Alchemy
GriffonsSaddlebag3
College of Anarchy
TTT
College of Apparitions
rcg
College of Asperity
GriffonsSaddlebag4
College of Assassination
kmca
College of Beasts
UltimateAdventurer
College of Benevolence
BDPC
College of Blood
UREREDBLOOD
College of Canticles
UltimateAdventurer
College of Cantors
VSS
College of Chaos
llbc
College of Chaos
LL:BC
College of Chronology
DarkMatter24
College of Climates
KOMA
College of Color
wwcc
College of Colours
BITCSubclasses
College of Comedy
Talons
College of Command
llbc
College of Command
LL:BC
College of Creation
TCE
College of Creation
RTReestablished
College of Cuisine
HelianasGuidetoMonsterHunting
College of Cyberwave
DarkMatter24
College of Dance
XPHB
College of Dance
tgs1
College of Dance
SCOE
College of Dance
PointyHatArcaneCodex
College of Deceit
AbiDalzims
College of Dirge Singers
EBCotOSCC
College of Discord
XLNEE
College of Discord
UEREDDISC
College of Doomsayers
GuideDrakkenheim
College of Drama
CthulhuTorchlight
College of Drama
llbc
College of Drama
UltimateAdventurer
College of Drama
LL:BC
College of Echoes
ToH
College of Echoes
JBoE
College of Eloquence
TCE
College of Eloquence
RTReestablished
College of Enticement
AbiDalzims
College of Entropy
KPDM
College of Epic Poetry
ArcanumWorldsOdysseyoftheDragonlords
College of Epic Poetry
OotDLPG
College of Eulogies
llbc
College of Eulogies
LL:BC
College of Fame
MH
College of Fangs
JBoE
College of Feathers
Honkonomicon
College of Fleshweaving
HelianasGuidetoMonsterHunting
College of Fools
GrimHollowPG24
College of Fools
llbc
College of Fools
KT-CLL
College of Fools
LL:BC
College of Fortune
UltimateAdventurer
College of Four Suits
GriffonsSaddlebag3
College of Geishas
SEIISL
College of Glamour
XGE
College of Glamour
XPHB
College of Glory
llbc
College of Glory
LL:BC
College of Going Into Debt Due to a Crippling Gambling Addiction
BelzorMM
College of Graffiti
VSS
College of Grandmother's Tales
Ar8
College of Gravitas
ASoS
College of Hanabi
RyokoGuideToYokaiRealms
College of Harbingers
COFSA
College of Harmony
TCEE1
College of High Speaker
EBCotOSCC
College of Horror
mdch
College of Improv
HippocampersCompleteCookbook
College of Investigation
ToH
College of Jesters
VSS
College of Journeys
TEB
College of Keys
XLNEE
College of Keys
MorgraveMiscellany
College of Legends
GelidityCollegeOfLegends
College of Lofi Beats to Study/Relax To
LofiBeatsToStudyRelaxTo
College of Lore
PHB
College of Lore
XPHB
College of Masks
RyokoGuideToYokaiRealms
College of Masks
VSS
College of Masks
MFOV:EA
College of Masks
MaskCollege
College of Mercantile
GriffonsSaddlebag2
College of Metal
CollegeOfMetal
College of Metal
TRo12subclasses
College of Metronomes
CollegeOfMetronomes
College of Mime
SCOE
College of Mirrors
herohoard
College of Momentum
ccg
College of Mourning
XLNEE
College of Pantomime
TCEE1
College of Pantomime
UltimateAdventurer
College of Pheromones
PGInsec
College of Playful Mockery
CotDDPRaS
College of Portraiture
COFSA
College of Pretender
EBCotOSCC
College of Puppetry
UltimateAdventurer
College of Radiance
llbc
College of Radiance
LL:BC
College of Requiems
GHPG
College of Requiems
GrimHollowPlayerPack
College of Requiems
GrimHollowPG24
College of Respite
KaOSCaTGtID
College of Revelation
ArchEb
College of Revelry
Durnan
College of Revelry
llbc
College of Revelry
LL:BC
College of Romance
VSS
College of Satire
CodexOfAllies
College of Shadow
BookOfEbonTides
College of Shadows
ToH
College of Shanties
ABYSS
College of Shanties
BelzorMM
College of Sincerity
ToH
College of Sirens
llbc
College of Spectacle
UEREDSPEC
College of Spies
ArchEb
College of Spirits
VRGR
College of Spirits
RTReestablished
College of Springtide
Ar2
College of Superstars
ATLAS
College of Superstars
BelzorMM
College of Swords
XGE
College of Swords
RTReestablished
College of Tactics
ToH
College of the Ancients
SproutingChaos
College of the Apocalypse
SGttEH
College of the Bae'Qeshel
BAEQ
College of the Cat
ToH
College of the Crossroads
llbc
College of The Crossroads
LL:BC
College of the Dirge Singer
ExploringEberron24
College of the Dirge Singer
ExploringEberron
College of the Dirgesinger
LM
College of the Fury
ChroniclesOfEberron
College of the Grand Chorus
GriffonsSaddlebag4
College of the Hand
CollegeOfTheHand
College of the Hearth
NLC
College of the Mad God
VSS
College of the Mad God
MFoVLovecraft
College of the Maestro
BelzorMM
College of the Maestro
MercerMaestro
College of the Moon
FRHoF
College of the Muse
arkadia
College of the Pistolero
GPCodex
College of the Playful Mockery
LEGDRAG
College of the Quill
HippocampersCompleteCookbook
College of the Requiem
TCEE2
College of the Road
HumblewoodCampaignSetting
College of the Seers
ROTSSPGF
College of the Seers
RaidersSerpentSea
College of the Shadowfell
DAPC
College of the Skald
CodexOfAllies
College of the Skysinger
FFXIVBeforetheFall
College of the Spheres
DarkMatter
College of the Wilds
llbc
College of The Wilds
LL:BC
College of Thoughtsong
KCAA
College of Tragedy
TalDoreiCampaignSettingReborn
College of Trophy Hunters
HHHVIII
College of Valor
PHB
College of Valor
XPHB
College of Wands
FoEQuickstone
College of War Dance
TRo12subclasses
College of Whispers
XGE
College of Whispers
RTReestablished
College of Whistles
CrookedMoon24
College of Whistles
CrookedMoon14
College of Worship
SCOE
College of Wyrdsingers
KPDM
Entropy
DM07
Greenleaf College
KPDM
Master of Masks
MFOV:CP1
Path of the Monster
JaekDiplomacyBard

Subclass Features

Announcer

Announcer: Variant

Battledancer

College of Adventurers

College of Adventurers

College of Adventurers (Level 3)

Be a Master of Classes

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 even truer. They combine all the 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 great deeds, of desperate cunning, of magical anomalies, or of godly might fuel these Bards.

Talented Adventurer

You learn an adventurer's talent of your choice from the "Adventurer's Talent Options" section later in this subclass's description. You learn an additional adventurer's talent of your choice when you reach Bard levels 6 and 14.

Barbarian

You've learned to fight with primal ferocity.

As a Bonus Action while you aren't wearing Heavy armor, you can enter a rampage for 1 minute. During this time, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you can't maintain Concentration. Your rampage ends early if you use a Bonus Action or have the Incapacitated condition.

Once you use this talent, you can't use it again until you finish a Long Rest.

Cleric

You've gained the ability to channel divine energy directly from the gods, emboldening allies and sanctifying their attacks. As a Bonus Action, choose a creature within 30 feet of you. For 10 minutes, the target gains Temporary Hit Points equal to half your Bard level plus your Charisma modifier. While a creature has Temporary Hit Points granted by this talent, it can choose to lose all remaining Temporary Hit Points when it hits a creature with an attack made with a weapon or Unarmed Strike, dealing extra Radiant damage equal to the number of Temporary Hit Points lost.

Once you use this talent, you can't use it again until you finish a Short or Long Rest.

Druid

You can cast the Polymorph spell without expending a spell slot. When you cast the Polymorph spell with this talent, you can target yourself only and the maximum Challenge Rating of the Beast you can transform into equals half your Druid level.

Once you cast the spell using this talent, you can't do so again until you finish a Long Rest.

Fighter

You gain proficiency with martial weapons and training with Shields. In addition, you gain a Fighting Style feat of your choice.

Monk

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes, and you can roll 1d6 in place of the normal damage of your Unarmed Strike. In addition, after you cast a spell that has a casting time of an action or take the Attack action, you can make one attack with an Unarmed Strike as a Bonus Action.

Paladin

Once per turn, when you hit a creature with a melee attack using a weapon or Unarmed Strike, you can expend a spell slot to deal an extra 1d6 Radiant damage to the target, plus another 1d6 per level of the spell slot.

The damage increases by 1d6 if the target is a Fiend or an Undead.

Once you use this talent, you must finish a Short Rest or Long Rest before you can use it again.

Ranger

You always have the Hunter's Mark spell prepared. You can cast this spell using a 5th-level spell slot without expending a 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 heroes who have outsmarted their foes. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Sorcerer

Choose one of the following Metamagic Options available to the Sorcerer class: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Seeking Spell, Subtle Spell, or Transmuted Spell.

When you cast a Bard spell, you can apply that Metamagic Option as if you had paid its Sorcery Point cost.

Once you use this talent, you can't use it again until you finish a Short Rest or Long Rest.

Warlock

You learn one Eldritch Invocation of your choice. If an invocation has a level requirement, use your Bard level.

When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation for which you qualify.

Wizard

You prepare 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 Prepared Spells.

When you gain a level in this class, you can choose one of the Wizard spells you have prepared and replace it with another spell from the Wizard spell list of a level you can cast.

Party Planner

While a creature has a Bardic Inspiration die from you, it can use a Bonus Action to take the Help action.

Well-Rounded (Level 6)

You gain proficiency with one type of Artisan's Tools of your choice, you gain proficiency in one skill of your choice, and you know one language of your choice.

Improvisational Talent (Level 14)

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 Anarchy

College of Apparitions

College of Asperity

College of Assassination

College of Beasts

College of Benevolence

College of Blood

College of Canticles

College of Cantors

College of Chaos

College of Chaos

College of Chronology

College of Chronology (Level 3)

Manipulate Time and Reorder History

Bards in the College of Chronology are historians and archivists that experience history firsthand through Chronomancy, the magic of time. Chronologists peer into the past and explore parallel timelines through advanced temporal lenses, recording all they see for posterity. However, history is often a confusing jumble of events, even to those who experience it, so Chronologists have become adept at reordering events—shuffling moments in history—until they add up for the history books.

Chronomantic Secrets

You have unlocked the elusive magic of Chronomancy, granting you the following benefits.

Cantrip

You know the Moment to Think cantrip. The cantrip doesn't count against your number of cantrips known.

Charismatic History

You gain proficiency in the History skill. Additionally, you gain a bonus to checks using this skill equal to your Charisma modifier (minimum bonus of +1).

Expanded Spell List

Spells with the [Chronomancy] tag are added to your spell list. The spells Haste, Slow, and Time Stop have the [Chronomancy] tag.

Prepared Spells

Choose two spells with the [Chronomancy] tag for which you have spell slots. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell with the [Chronomancy] tag.

Retroactive Inspiration

When a creature within 60 feet of yourself who can see or hear you fails a D20 Test, you can take a Reaction to expend a use of your Bardic Inspiration and give the creature a Bardic Inspiration die. The creature can immediately expend and roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success.

Borrowed Time (Level 6)

You always have the spells Action and Delay prepared. If you cast either spell using a level 2+ spell slot, you can change the casting time to a Bonus Action for this casting.

Reorder Events (Level 14)

When an enemy starts its turn, you can take a Reaction to reorder time and take a second turn before the enemy acts. You can't cast a spell with a spell slot during this second turn.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5+ spell slot (no action required), but you can't use it more than once during the same round of combat.

College of Climates

College of Color

College of Colours

College of Comedy

College of Command

College of Command

College of Creation

College of Creation

College of Creation (Level 3)

Shape the World with the Song of Creation

Bards of the College of Creation view the cosmos as a divine masterpiece, crafted by the first dragons and gods. They tap into the Song of Creation, a primordial melody that echoes through all things. Through dance, music, and poetry, these bards learn to awaken the world around them, giving voice to stones and breath to mountains, inviting all of existence to join in the cosmic dance.

Mote of Potential

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

As a Magic 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 Charisma modifier (minimum 1 hour). 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 level 2+ to use this feature again. You can have only one item created by this feature at a time; if you take 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 level 6 (Large) and level 14 (Huge).

Animating Performance (Level 6)

As a Magic action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn't being worn or carried. The animated item uses the Dancing Item stat block, which uses your Charisma modifier. 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 have the Incapacitated condition, 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 level 3+ to restore your use of it (no action required). 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)

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 Cyberwave

College of Cyberwave (Level 3)

Rock Out with a Blaster-Synthesizer

Bards that subscribe to the genre and College of Cyberwave indulge in gadgetry and music in equal measure, constructing elaborate instruments from spare technology to brave new frontiers in music. Their consummate instrument, the Wave Synth, is half blaster, half synthesizer, and capable of playing tunes on the waves of blaster bolts. While also providing a spectacular light show, the Wave Synth is unmatched when performing haunting and pulse-pounding orchestrations.

Etheradio Transmissions

You can to tap into ever-present etheradio stations, long distance communication networks that echo with faint S.O.S. signals, pirate radio stations, and cryptic numerical messages. As a Magic action, you can send a short message of twenty-five words or less to a character with which you are familiar, if that character is carrying a Comms Set and is on the same plane of existence. The character hears the message through the static on their Comms Set and can answer in a like manner immediately.

Once you use this feature, you can't use it again until you finish a Long Rest.

Wave Synth

You finish constructing your very own Wave Synth, a music instrument built on the framework of a blaster (colloquially called a "moog" by Bards of this college). This device is a Musical Instrument and a blaster. Only you and other Bards in the College of Cyberwave have proficiency with the Wave Synth as a Musical Instrument or a weapon. The Wave Synth has the following traits:

Weapon Category: Simple Ranged

Damage on a Hit: Thunder damage equal to two rolls of your Bardic Inspiration die

Properties: Blaster (Range 80/320 feet), Firearm, Two-Handed

Mastery: Push (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)

Once per turn when you hit a creature with your Wave Synth, you can expend one use of your Bardic Inspiration to deal extra damage to the target. The damage equals the number you roll on the Bardic Inspiration die plus your Charisma modifier (minimum of 1). If you roll a 1 or 2 on the Bardic Inspiration die, you don't expend a use of your Bardic Inspiration.

Modulation (Level 6)

You can modify your Wave Synth with modules scavenged from other blasters and electronic instruments. You can choose to use one of the following modules when you start your turn.

Cone Resonator

As a Magic action, you can make a ranged attack against any number of creatures you can see within a 15-foot Cone. Make a separate attack roll for each target.

Direct Amplifier

Whenever you hit a creature with your Wave Synth, you deal an extra Bardic Inspiration die of damage to the target without expending it.

Harmonic Reverb

When you attack a creature with your Wave Synth, you can replace the synth's mastery property with Sap or Vex for that attack.

Polyphonic Echo (Level 14)

You have optimized your synth with the latest in blaster tech, gaining the following benefits.

Echo Attack

Once on each of your turns when you miss with an attack using your Wave Synth, you can make another attack with it as part of the same action.

Exploding Soundwave

If you roll the highest number on a damage die for your Wave Synth, you can roll another Bardic Inspiration die, and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your Charisma modifier (minimum of 1).

College of Dance

College of Dance (Level 3)

Move in Harmony with the Cosmos

Bards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.

Dazzling Footwork

While you aren't wearing armor or wielding a Shield, you gain the following benefits.

Dance Virtuoso

You have Advantage on any Charisma (Performance) check you make that involves you dancing.

Unarmored Defense

Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Agile Strikes

When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.

Bardic Damage

You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.

Inspiring Movement (Level 6)

When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.

None of this feature's movement provokes Opportunity Attacks.

Tandem Footwork (Level 6)

When you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.

Leading Evasion (Level 14)

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.

You can't use this feature if you have the Incapacitated condition.

College of Dance

College of Dance

College of Dance

College of Dance (Level 3)

The College of Dance is one of the oldest colleges to still practice the bardic arts. There is a wide schism that separates this college from the others. This is due to their performance, which does not rely on song, instruments, or sound at all, but dance.

Bards of this college are often simply referred to as Dancers, but the roles they play are anything but simple. There are Dancers who perform holy dances used in prayer; there are Dancers who tell stories and keep history alive through their performances; and there are those who dance in the very battlefield, mixing performance with combat, lifting the spirits of their companions and allowing them to perform feats beyond their normal capacities. These Bards use dance to become a blur in the enemy's eyes, dodging their attacks with expert grace and poise and clouding their minds with enchanting movements that make the Dancer harder to pin down.

It takes courage to stand in the thick of battle among armed warriors and armored Paladins, but it takes a Bard to do so while dancing.

Somatic Performance

You are able to cast your magic using only the precise, meticulous, and elegant movements of your body. You may choose to replace all Verbal or Material components of a spell with only the Somatic component of dancing, so long as the material components of the spell do not have a cost.

Dance

You can perform an arcane dance that empowers and inspires an ally in combat. As a Bonus Action, you can start your Dance and choose one creature you can see within 15 feet of you. Roll your Bardic Inspiration die. That creature can now add the result of your Bardic Inspiration roll to one ability check, attack roll, or saving throw per round. On the next turn, the creature you inspired can add your Bardic Inspiration roll again, so long as it remains within 15 feet of you and you keep dancing. The Bardic Inspiration bonus decreases by one at the end of each of your turns.

For instance: You use your Bonus Action to start your Dance and select an ally within 15 feet of you. You roll a 6 on your Bardic Inspiration die. The creature you're inspiring attacks an enemy and adds +6 to their attack roll. After the end of your next turn, the creature you're inspiring now adds +5 to their attack against that enemy. The creature you're inspiring adds +4 in the next round, then +3, and so on, until the Bardic Inspiration bonus is reduced to 0.

A creature automatically loses all benefits of your Dance when they leave its 15-foot radius.

You can renew the dance by using your Bonus Action to expend another use of your Bardic Inspiration and re-roll your Bardic Inspiration die. You must concentrate on this Dance as if it is a spell, and cannot cast any spells that require concentration while using this ability.

You can end your Dance at any point during your turn without using an action or Bonus Action.

Deadly Dance (Level 6)

Your calculated movements blend dance with battle prowess, allowing you to double your attack prowess while you dance and move across the battlefield seamlessly.

While you're using your Dance ability, your Speed increases by 10 feet and you can attack twice, instead of once, when you take the Attack action on your turn.

Danse Macabre (Level 14)

You have mastered the art of dancing on the battlefield. Your very presence inspires even more combatants to transcend their physical limits in combat, making them even deadlier in turn.

The radius of your Dance ability is now 20 feet. When you use your Dance ability, you may empower two allies simultaneously. Both allies must remain inside the 20-foot radius to receive the benefits of your dance. If one leaves while the other one remains in the area of effect, the one remaining still enjoys the benefits, but you must use a Bonus Action and roll your Bardic Inspiration die if you wish to empower a second ally again. The new roll overrides the previous one.

For instance: The original Bardic Inspiration roll is 8, and you are inspiring two creatures. One creature leaves the radius of your Dance and loses the benefits of the Dance. A new creature enters the radius and you use your Bonus Action to roll your Bardic Inspiration die to inspire that second creature, the result being a 4. Both creatures now add +4 instead of +8 to their ability checks, saving throws, and attacks.

College of Deceit

College of Dirge Singers

College of Discord

College of Discord

College of Doomsayers

College of Drama

College of Drama (Level 3)

All the world's a stage,

And all the men and women merely players.

They have their exits and their entrances;

And one man in his time plays many parts.

Bards tell tales in a variety of ways. Some sing. Some dance. But it is through art they share the sagas of ancient days. Bards of the College of Drama take a deeper approach to bringing the old stories to life. With a combination of skill and magic, they alter not only their own appearance and voice but that of an entire troupe.

By becoming characters from legend, these Bards inspire greatness in those who witness their performances. They rally their allies to impossible feats of perseverance, reminding their friends that the heroes of old faced worse and carried through to victory.

Bards who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.

Tragic Hero

A great performance sometimes comes at a cost to the artist. If you fail a saving throw, choose other creatures you can see within 60 feet of yourself. Each of the chosen creatures gains a bonus to saving throws equal to your Charisma modifier (minimum of +1) against the same effect that triggered this feature, potentially turning a failure into a success.

One Life, Many Roles

You use your magic and dramatic training to step into a role. As a Bonus Action, you can cast Disguise Self with this feature. If you take on the appearance of a specific creature you can see when you cast Disguise Self in this way, you can adopt that creature's mannerisms and voice.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Stage Direction (Level 6)

You gain the ability to direct others as you inspire them, allowing them to make the most of your guidance. When a creature that can see you would normally roll one of your Bardic Inspiration die, don't roll the die; instead use the highest number possible for the die.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses when you finish a Long Rest.

Assemble the Troupe (Level 14)

When you cast Disguise Self using your One Life, Many Roles feature, you can target up to six willing creatures you can see within 30 feet of you with the Disguise Self spell. You choose the appearance each creature takes. While under the effects of the spell cast with this feature, the chosen creatures gain a bonus to Charisma checks equal to your Charisma modifier (minimum of +1).

Grand Finale (Level 14)

You gain the ability to deliver a stirring performance that spurs your companions to mighty deeds. As a Magic action, choose up to two other creatures within 60 feet that can see or hear you. Each of the chosen creatures can immediately take an action this turn.

Once you use this feature, you can't use it again until you finish a Long Rest.

College of Drama

College of Drama

College of Drama

College of Echoes

College of Echoes

College of Eloquence

College of Eloquence

College of Eloquence (Level 3)

Influence the Hearts of Many with Unforgettable Words

Bards of the College of Eloquence are masters of oratory, where persuasion is seen as a form of art. These bards blend logic with theatrical flair, using well-crafted arguments and emotional appeals to sway hearts and minds, proving that a skillful tongue can be mightier than any fact.

Silver Tongue

You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion or Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

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)

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to a D20 Test and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech (Level 6)

You have gained the ability to make your speech intelligible to any creature. As a Magic 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 restore its use (no action required).

Infectious Inspiration (Level 14)

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 a D20 Test and the roll succeeds, you can take a 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 1), and you regain all expended uses when you finish a Long Rest.

College of Enticement

College of Entropy

College of Epic Poetry

College of Epic Poetry

College of Eulogies

College of Eulogies

College of Fame

College of Fangs

College of Feathers

College of Fleshweaving

College of Fools

College of Fools (Level 3)

Laugh at Your Foes' Terror

It's commonly believed the College of Fools is merely a front for a cult of Beleth. Bards in the College would say their relationship with the Arch Daemon of Fear is much more complicated. These Bards choose to laugh at Etharis's many horrors rather than be dismayed by them—a whimsical, if ghoulish, philosophy. Their delight in other creatures' terror encourages their obscene antics and cruel jests. One person's trick is another person's terror, after all.

Antagonistic Antics

You know the Vicious Mockery cantrip. If you already know it, you learn a different Bard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. Additionally, you always have the Dissonant Whispers spell prepared.

In addition, when you take the Dash, Disengage, or Influence action on your turn, you can take a Bonus Action on the same turn to cast Vicious Mockery.

Cruel Jest

When a creature that you can see or hear within 30 feet of yourself fails a D20 Test, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die and deal Psychic damage equal to the number rolled plus your Charisma modifier. In addition, the creature has Disadvantage on the next D20 Test it makes before the end of its next turn.

Gallows Humor (Level 6)

When a creature that you can see within 60 feet of you is reduced to 0 Hit Points or killed outright, you can take a Reaction to regain an expended use of your Bardic Inspiration. When you do so, choose a creature within 30 feet of you that can hear and understand you. That creature must succeed on a Wisdom saving throw against your spell save DC or gain the Prone condition and have its Speed reduced to 0 until the end of its next turn. If the creature succeeds on the Wisdom saving throw, you regain the use of this ability. Otherwise, once you use this feature, you can't use it again until you finish a Short or Long Rest.

Last Laugh (Level 14)

When you become Bloodied or take damage while you are Bloodied, you can take a Reaction to regain all expended Bardic Inspiration dice and break out into a cackling fit of fatalistic glee at your own impending doom. For 1 minute, you have Resistance to all damage. Also, when a creature within 60 feet of you hits you with an attack roll, you can expend up to three Bardic Inspiration dice to force the attacker to make a Charisma saving throw against your spell save DC. On a failure, the creature takes Psychic damage equal to the total rolled on the Bardic Inspiration dice plus your Charisma modifier.

Once you use this feature, you can't use it again until you finish a Long Rest.

College of Fools

College of Fools

College of Fools

College of Fortune

College of Four Suits

College of Geishas

College of Glamour

College of Glamour

College of Glamour (Level 3)

Weave Beguiling Fey Magic

The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.

Beguiling Magic

You always have the Charm Person and Mirror Image spells prepared.

In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).

Mantle of Inspiration

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.

Mantle of Majesty (Level 6)

You always have the Command spell prepared.

As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action 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. You can also restore your use of it by expending a level 3+ spell slot (no action required).

Unbreakable Majesty (Level 14)

As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.

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

College of Going Into Debt Due to a Crippling Gambling Addiction

College of Graffiti

College of Grandmother's Tales

College of Gravitas

College of Hanabi

College of Harbingers

College of Harmony

College of High Speaker

College of Horror

College of Improv

College of Investigation

College of Jesters

College of Journeys

College of Keys

College of Keys

College of Legends

College of Lofi Beats to Study/Relax To

College of Lore

College of Lore

College of Lore (Level 3)

Plumb the Depths of Magical Knowledge

Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities 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

You gain proficiency with three skills of your choice.

Cutting Words

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

Magical Discoveries (Level 6)

You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

Peerless Skill (Level 14)

When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.

College of Masks

College of Masks

College of Masks

College of Masks

College of Mercantile

College of Metal

College of Metal

College of Metronomes

College of Mime

College of Mirrors

College of Momentum

College of Mourning

College of Pantomime

College of Pantomime

College of Pheromones

College of Playful Mockery

College of Portraiture

College of Pretender

College of Puppetry

College of Radiance

College of Radiance

College of Requiems

College of Requiems

College of Requiems

College of Requiems (Level 3)

Sing the Songs of the Dead

Performing macabre melodies filled with grief-stricken chords and mournful refrains, the College of Requiems stirs the very bones of the dead. Requiem Bards weave necromantic magic into their funerary songs to control and empower a host of Undead minions.

Chilling Melody

You learn two Necromancy cantrips of your choice. These count as Bard spells for you but don't count against the number of cantrips you know.

Pluck the Heartstrings

Your Bardic Inspiration can pluck at the tethers of life. Each creature that has a Bardic Inspiration die from you can use it for one of the following effects.

Defense

When the creature is reduced to 0 Hit Points and not killed outright, the creature can roll the Bardic Inspiration die to be reduced to a number of Hit Points rolled on the Bardic Inspiration die instead.

Offense

Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled as extra Necrotic damage dealt by the attack.

Stir the Bones (Level 6)

You always have the Animate Dead spell prepared. It counts as a Bard spell for you.

When you expend a use of Bardic Inspiration, choose Undead creatures under your control within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures each gain a Bardic Inspiration die. These extra Bardic Inspiration dice do not count against your limit.

When an Undead creature under your control expends a Bardic Inspiration die on an attack roll, it can also add the number rolled on the Bardic Inspiration die to the attack's damage roll if that attack hits.

Dual Death (Level 14)

When you cast a Necromancy spell that targets only one creature, you can have it target a second creature within range.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration dice (no action required).

College of Respite

College of Revelation

College of Revelry

College of Revelry

College of Revelry

College of Romance

College of Satire

College of Shadow

College of Shadows

College of Shanties

College of Shanties

College of Sincerity

College of Sirens

College of Spectacle

College of Spies

College of Spirits

College of Spirits

College of Spirits (Level 3)

Speak with the Voices Beyond

Bards of the College of Spirits draw upon tales with deep power—legends, histories, and fictions alike—then bring them to life. Using mystical rituals, these bards summon spiritual manifestations of powerful forces to alter reality. However, these spirits are unpredictable, and what the bard conjures is not always within their control.

Spirit Medium

Your bond with the spirit world lets you use items to commune with spectral guides.

  • Spiritual Focus
  • Guiding Whispers

Tales from Beyond

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 a Magic 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.

Spirit Tales
RollTale Told Through You

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 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die.

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.

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.

Tale of the Runaway. The target can immediately take a 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.

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.

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 Speed increases by 10 feet and it gains a +1 bonus to its AC.

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 has the Incapacitated condition until the end of its next turn.

Tale of the Phantom. The target gains the Invisible condition 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 before the condition ends, the creature it hits takes Necrotic damage equal to a roll of your Bardic Inspiration die and has the Frightened condition with the target as the source until the end of the creature's next turn.

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 has the Prone condition. A creature that succeeds on its saving throw takes half as much damage only.

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.

Tale of the Angel. The target regains Hit Points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you can end one of the following conditions on it: Blinded, Deafened, Paralyzed, Petrified, or Poisoned.

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 have the Stunned condition until the end of its next turn.

Empowered Spiritual Focus (Level 6)

When you cast a Bard spell that deals damage or restores Hit Points while you are holding your Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Spirit Session (Level 6)

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.

  • Ritual Participants
  • Spell Knowledge

Once you perform the ritual, you can't do so again until you start a Long Rest.

Mystical Connection (Level 14)

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.

College of Springtide

College of Superstars

College of Superstars

College of Swords

College of Swords

College of Swords (Level 3)

Master the Song of Steel

Bards of the College of Swords, known as blades, captivate audiences with their masterful displays of weapon prowess. They dazzle with feats like sword swallowing, knife throwing, and mock combat, blending entertainment with martial skill. While their performances thrill crowds, many blades lead double lives—using their talents for either covert missions or righteous justice. Though their skills are celebrated, blades often walk a fine line between thrilling entertainers and dangerous operatives.

Blade Training

Your training in martial combat has granted you the following benefits:

  • Martial Training
  • Spellcasting Focus
  • Fighting Style

Blade Flourish

You learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your 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.

  • Defensive Flourish
  • Mobile Flourish
  • Slashing Flourish

Extra Attack (Level 6)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Blade Mockery (Level 6)

Your skill in the use of swords allows you to mock your opponents during the fight.

  • Vicious Mockery
  • Quick Mockery

Master's Flourish (Level 14)

When a creature misses you with a melee attack, you can take a Reaction and expend one use of your Bardic Inspiration to make a Melee Weapon Attack against that creature. If you hit, add the Bardic Inspiration die to the attack's damage.

College of Tactics

College of the Ancients

College of the Apocalypse

College of the Bae'Qeshel

College of the Cat

College of the Crossroads

College of The Crossroads

College of the Dirge Singer

College of the Dirge Singer (Level 3)

Bolster your Allies with Story and Song

Students of both history and war, Dirge Singer Bards use tales of past glory to inspire their allies and provide keen strategic insight, directing their comrades to strike when enemies are weak. This college was born in the Empire of Dhakaan, but over the course of the Last War, Cyre developed its own version of these techniques, and now Bards that follow this path keep the memory of their fallen nation alive through song.

Broad Inspiration

You know how to strengthen the hearts of your troops and stir them to greatness. You learn the Guidance cantrip, which counts as a Bard spell for you. The cantrip doesn't count against your number of cantrips known.

Additionally, when you confer a Bardic Inspiration die to a creature, you can also confer that Bardic Inspiration die to a second creature within range.

Keeper of History

You gain proficiency in the History and Performance skills. If you already have these proficiencies, you instead gain Expertise.

Commanding Voice (Level 6)

You excel at inspiring and directing soldiers in battle. When you take the Attack action or the Magic action on your turn, two creatures of your choice who possess one of your Bardic Inspiration die can expend it to use their Reaction to immediately make one attack with a weapon or an Unarmed Strike, adding the Bardic Inspiration die to the attack's damage roll on a hit.

Battle Hymn (Level 14)

You unflaggingly maintain the spirits and discipline of your unit. As a Bonus Action, you can start a Battle Hymn which can be heard by all creatures within 60 feet. The hymn lasts until the start of your next turn. While the hymn is active, whenever an ally within 30 feet who can hear you makes an ability check or a saving throw, they can add 1d4 to the ability check or save.

College of the Dirge Singer

College of the Dirgesinger

College of the Fury

College of the Grand Chorus

College of the Hand

College of the Hearth

College of the Mad God

College of the Mad God

College of the Maestro

College of the Maestro

College of the Moon

College of the Moon (Level 3)

Inspire Allies with Primal Tales

The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.

Moon's Inspiration

The primal and ever-changing power of the moon flows through you, granting you the following benefits.

Inspired Eclipse

When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.

Lunar Vitality

Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.

Primal Lore

You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.

Additionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.

Blessing of Moonlight (Level 6)

You always have the Moonbeam spell prepared.

When you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.

Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.

Eventide's Splendor (Level 14)

You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.

Shadow of the New Moon

When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.

Vibrance of the Full Moon

When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.

College of the Muse

College of the Pistolero

College of the Playful Mockery

College of the Quill

College of the Requiem

College of the Road

College of the Seers

College of the Seers

College of the Shadowfell

College of the Skald

College of the Skysinger

College of the Spheres

College of the Wilds

College of The Wilds

College of Thoughtsong

College of Tragedy

College of Trophy Hunters

College of Valor

College of Valor

College of Valor (Level 3)

Sing the Deeds of Ancient Heroes

Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.

Combat Inspiration

You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.

Defense

When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.

Offense

Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.

Martial Training

You gain proficiency with Martial weapons and training with Medium armor and Shields.

In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.

Extra Attack (Level 6)

You can attack twice instead of once whenever you take the Attack action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Battle Magic (Level 14)

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

College of Wands

College of Wands (Level 3)

Wield Deadly Magic with Style and Panache

For a Bard of the College of Wands, spellcasting is an art and every duel is a symphony. Whether they use their skills as Entertainers, Smugglers, or Spies, a Bard can draw applause from an audience even as they lay an enemy low with a distracting word, a perfect gesture, and a surge of arcane power.

Bonus Cantrip

You know one cantrip of your choice from the Sorcerer spell list (see the Sorcerer class's section of the Player's Handbook for a list of Sorcerer spells). Fire Bolt is recommended. The cantrip counts as a Bard cantrip for you, but it doesn't count against the number of Bard cantrips you know.

Additionally, you can use a Wand, Rod, or Orb as a Spellcasting Focus for your Bard spells.

Wandslinger's Presence

You know how to talk yourself up and tear your opponents down. If you speak to a creature for at least 1 minute, you can attempt to distract and rattle them when the call to action finally comes. If the creature rolls an Initiative count equal to or higher than your own, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature's Initiative is reduced to be equal to yours, and it acts immediately after you in the Initiative order.

At Your Fingertips

When you hit a creature with a Bard cantrip or when a creature fails a saving throw against one of your Bard cantrips, you can expend one use of your Bardic Inspiration to deal an extra 2d6 damage to that creature. You can do so only once per round, on your turn.

The extra damage increases when you reach Bard levels 5 (3d6), 10 (5d6) and 15 (8d6).

Got Your Back (Level 6)

You know how to cast with style, and your allies can take heart from your displays of grit or showmanship. If you expend a use of your Bardic Inspiration to improve the damage of a cantrip with your At Your Fingertips feature, you can use your Bonus Action on the same turn to grant a creature you can see within 60 feet of yourself Advantage on the next saving throw it makes for 1 minute.

Ain't Big Enough for the Both of Us (Level 14)

Your wandplay is legendary, and your territory is assured. Whenever you expend a use of your Bardic Inspiration or when a creature within 60 feet of you adds one of your Bardic Inspiration dice to a D20 Test, one creature of your choice that can see you within 60 feet of yourself must make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Frightened condition until the end of its next turn. If the target already has the Frightened condition, it must immediately use its Reaction, if available, to move as far as away from you as it can, using the safest route.

College of War Dance

College of Whispers

College of Whispers

College of Whispers (Level 3)

Unveil the Secrets of Manipulation

Bards of the College of Whispers blend into society with charm, gathering news and sharing tales. Beneath their pleasant facade, they are trained to be wolves among sheep, using magic to uncover and exploit secrets. Often despised for their manipulative tactics, they keep their true nature hidden, infiltrating powerful circles to advance their own agendas.

Psychic Blades

When you hit a creature with an attack roll or when a creature fails a saving throw against one of your Bard spells, you can expend one use of your Bardic Inspiration to deal extra Psychic damage to that target. The damage equals two rolls of the Bardic Inspiration die. You can do so only once per round on your turn.

The Psychic damage increases to 3 rolls of your Bardic Inspiration die when you reach level 6 in this class, and to 4 rolls when you reach level 14.

Words of Terror

You have learned to infuse innocent-seeming words with an insidious magic that can inspire terror. As a Magic action, you can attempt to seed paranoia into the mind of a creature within 5 feet. The target must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition for 1 hour. You can choose for the source of the fear to be yourself or another creature of your choice. If the target succeeds on its saving throw, it has no hint that you tried to frighten it.

The condition ends early if you or your allies attack it, damage it, or force it to make a saving throw. Also, if the target witnesses its allies being attacked or damaged, it can repeat its saving throw at the start of its next turn, ending the condition early on a success.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Mantle of Whispers (Level 6)

You gain the ability to adopt a humanoid's persona. When a creature dies within 30 feet of you, you can take a Reaction to magically capture its shadow. The creature must be a Humanoid; or, at your DM's discretion, it must have the general appearance and size of a Humanoid (for example, a Night Hag). You retain this shadow until you use it or you finish a Long Rest.

  • Shadow Disguise
  • Disguise Knowledge
  • Disguise Detection

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)

You gain the ability to weave dark magic into your words and tap into a creature's deepest fears. As a Magic action, you can 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 has the Charmed condition 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.

Wandering Visits
1d6Location

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 in a 15-foot Emanation 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 have the Incapacitated condition 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 take a 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 take a 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 take a 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 do so 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 level 9 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 a Magic 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 have the Deafened condition until the start of your next turn, be pushed up to 10 feet straight away from the Line's point of origin, and takes 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 level 3+ (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 a Magic 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. When a cursed target takes Psychic damage, it has the Frightened condition toward 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. After 1 minute, it succeeds automatically.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a spell slot of level 7+ (no action required) to restore your use of it.

College of Whistles

College of Worship

College of Wyrdsingers

Entropy

Greenleaf College

Master of Masks

Path of the Monster