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Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Three musical instruments of your choice
saving throws: Dexterity, Charisma
skills: Choose any three
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon

  • (a) a diplomat's pack or (b) an entertainer's pack

  • (a) a lute or (b) any other musical instrument

  • Leather armor and a dagger


spellcasting:
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.   Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.   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.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   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 (found in chapter 5 in the playershandbook) as a spellcasting focus for your bard spells.
class features:
Bardic Inspiration
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.   Jack of All Trades
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
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 at the end of the short rest by spending one or more Hit Dice, 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 (Optional)
At 2nd level, 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
At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.   Expertise
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
When you reach 4th level, and again at 8th, 12th, 16th, and 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.   Bardic Versatility (Optional)
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.
Font of Inspiration
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
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).     Magical Secrets
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.   Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
subclass options:

Bard: College of Creation

  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.   Note of Potential
When you join the College of Creation at 3rd level, 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. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.   Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.   Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).   Performance of Creation
Also at 3rd level, 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
By 6th level, as an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. 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.   [url:

TCE

Dancing Item CR: -

Large construct, neutral
Armor Class: 16 (natural armor)
Hit Points: Equal the dancing item's Constitution modifier + your Charisma modifier + five times your level in this class
Speed: 40 ft

STR

18 +4

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

4 -3

CHA

6 -2

Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned, frightened
Senses: darkvision 60 ft., passive perception 10
Languages: understands the languages you speak
Challenge Rating: -

Endless Waltz. Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action.   Immutable Form. The item is immune to any spell or effect that would alter its form.

Actions

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + your Charisma modifier force damage.

]   Creative Crescendo
At 14th level, 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.  

Bard: College of Eloquence

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 powerful than objective truth. 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 entire audiences.   Silver Tongue
Starting at 3rd level, 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
Also at 3rd level, 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
At 6th level, 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
Also at 6th level, 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
At 14th level, 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.  

Bard: College of Glamour

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, abusing 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 who 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 speaks to it, and it hinders anyone who opposes you, avoiding 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
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
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.  

Bard: College of Lore

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
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
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.  

Bard: College of Spirits

REPORT AD 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
At 3rd level, 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
At 3rd level, 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
At 3rd level, 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. dice 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 it 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 envoke 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
At 6th level, 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 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
At 14th level, 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.  

Bard: College of Swords

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 particular 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 you later get to choose again.  
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade Flourish
At 3rd level, you learn to conduct 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.   Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.   Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.   Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.   Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Master's Flourish
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.  

Bard: College of Valor

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
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.     Battle Magic
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.  

Bard: College of Whispers

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 any other bard, 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 the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better 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 additional 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 and fear into 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 rest or long rest.   Mantle of Whispers
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
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.   If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.   While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the 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.  

Bard: College of the Maestro

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 of your 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.   Frenetic Crescendo
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
Upon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds 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 sleep.   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.   Conducting Techniques
  • Aria of Suspense (Ansia). You build an air of tension and paranoia with subtle, droning tones. As an action, you expend and roll a Bardic Inspiration die. For the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your Bardic Inspiration die roll.
  • Crash (Marcato). You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.
  • Dirge of Dread (Finale). You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 hitpoints, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 15 feet of the triggering ally equal to half of the number rolled (minimum 1). Each target must make a Wisdom saving throw against your Spell save DC or become frightened of the triggering ally until the end of that ally's next turn. After the effect ends, or the save is successful, targeted creatures are immune to Dirge of Dread for the next 24 hours.
  • Dissonance (Discordia). Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to expend and roll a Bardic Inspiration die. You reduce their saving throw by half of the number rolled. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.
  • Guiding Tone (Fermata). You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw against your Spell save DC or take psychic damage equal to half of the number rolled and be pushed 10 feet in a direction you choose. A target can fail the saving throw voluntarily.
  • Hasten Tempo (Accelerando). Your manipulation of tempo and song can inspire others to act more quickly. You can use your Bonus action on your turn to choose one creature other than yourself within 60 feet. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up to the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you finish this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest.
  • Hymm of Harmony (Armonia). The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to the number rolled.
  • Majestic Anthem (Maestoso). Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hitpoints last until the end of your next turn.
  • Resonance (Risonanza). You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to half of the number rolled (minimum of 1).
  • Sprint (Presto). The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.

College of Hosting

Bards of the College of Hostung are called Hosts. A Host's talents do not lie in music, singing or dancing but in the purest, rawest form of charisma: conversation   A skilled Host can make the most introverted person on the planet talk about themselves for hours, tanks to the powerful aura of Amiability, Kindness and Social Magnetism that constantly envelops them. They can lead any conversation, masterfully adapting their tone to speak with crews of sailors with just as much ease as with members of the highest of courts.   Hosts are seen everywhere frin decadent parties to important trade deals. It is often said that the winner in any diplomatic battle is not the one with the most money or influence, but the one with the best Host at their side. Their presence is almost addiciting, especially to those not particularly strong in social graves, as just being in the proximity of a Host makes one feel able to lead a conversation and have every listener wrapped around their little finger.   Host can use their influence and their social gifts to stop wars before the soldiers even hit the ground or convince the most tyrannical of rulers to take better care of their subjects. Theu can just as easily start that same war with a twist of a conversation, gain influence and power for themselves mastermindeing their wat to more and more success, all without drawing a blade or casting a spell.   The Bardic College of Hosting shines the brightest when politival intrigue is involved in an adventure. Instead og skuking in the shadows, trading in rumors and sevrets to bring people down, the Host operates right in the open dealing in diplomacy rather than in subterfuge.   Don't let this emphasis on role play and social interaction fool you into thinking that the Bardic Vollege of hosting is weak when it comes to battle. Their role is to empower their allies by taking the art of conversation to the battlefeild, and they fill that role well.   Magnetic Presenec
When you join the College of hosting at 3rd level, you gain the ability to enpower your friends in the art of conversation, your mere presences is stong enough to make them seem more charismatic than they actually are.   When you are standing within 30 feet of a friendly creature, that creature can choose to use your Charisma modifier instead of thei own when rolling a Charisma Ability check. Once a creature has used your charisma modifier they can't do so again until they finish a long rest.   Words of Warding
Starting at 3rd level, you can protect your allies using your words alone, guiding them out of harm's way.   As a bonus action, vhoose a number of creatures that can hear you, up to a number equal to you Charisma modifier (minimum of one) and roll a Bardic Indpiration die. You can now distribute the number rolled and add it to the AC of the creatures chosen. A singel creatures can't increase thair AC by more than 2 points.   This effect lasts for 1 minutte. You can end this effect with a bonus action. This bardic inspiration feature can't be used simultaneously with other bardic inspiration features. For instance, you can't use Word of Warding and Word of Steel at the same time.   Words of Steel
At 6th level, your words ring truer than any others, including those said when casting a spell. As a bonus action you can roll a Bardic Inspiration Die and add the total number to you Spell Save DC.   This effect last for 1 minute. You can end this effect with a bonus action. Every time you forve a creature to make a saving throw against your Spell Save DC, it foes down by one untli it has decreased back to its normal state. Once you use this feature you can't use it again until you finish a shot or long rest. This use of bardic inspiration can't be used simultaneously with other bardic inspiration features. For instance, you can't use Word of Steel and Word of Warding at the same time.   Words of Resolve
At 14th level, you gain the ability to talk with a mystical aura of charisma that gives your allies the resolce and determination they need ti accomplish any task.   As an action choose a number of creatures tht can hear you, up to a number equal to your Charisma modifier (minimum of one) and roll a Bardic Inspiration die. Each of them can add the number rolled to all Charisma saves and have advantage againts being charmed and to see through illusions.   This effect lasts for 1 minute. You can end this effect with a bonus action. This use of Bardic Inspiration can't be used simultaneously with other Bardic Inspiration features. For instance, you can't use Words of Resolve and Words of Warding at the same time.  

Bardic College of Botany

The bards that choose to follow the ways of the College of Botany come from many different walks of life. Gardeners that talk to their plants, rugged folk who harmonize with the sounds of the forest, crafters who turn organic goods into works of art —all can be found among students of this school.   Bonus Cantrip and Proficiencies
When you join the College of Botany at 3rd level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency with medium armor and the nature skill, if you do not already have it.   Green Thumb
At 3rd level, you gain a new way to use your bardic inspiration. As a bonus action, you can expend one of your uses of Bardic Inspiration to cause vines to surround yourself or any one creature that you can see within 30 feet of you. When you do so, choose one of the following effects:
  • The vines knit themselves together in a way that resembles armor. For the next minute, the target’s AC can’t be lower than 10 + your spell attack modifier.
  • The target must make a Strength saving throw against your spell save DC. On a failed save, the target is restrained by the vines for 1 minute. At the end of each of its turns, the target can make another Strength saving throw, ending the effects on a success.
These effects end early if you are knocked unconscious.   Plant Whisperer
At 6th level, you can better understand how to to improve your plants and manipulate the land around you. You learn the speak with plants spell, if you don’t already know it, and can cast it up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. Additionally, you can no longer become lost in forests and ignore all naturally created difficult terrain within them.   Song of the Seasons
Starting at 14th level, you can channel the energy of the different seasons to provide bonuses to your allies. As a bonus action, you can expend one use of your Bardic Inspiration to grant an ally within range one of the following bonuses for the next 10 minutes. A creature can only benefit from one effect at a time.
Season Effect
Fall Advantage on saving throws against being charmed
Winter Resistance to cold damage
Spring Advantage on saving throws against illusions
Summer Resistance to fire damage
 

Bardic College of Leadership

Bards of the College of Leadership are natural born leaders who thrive in taking charge. These bards are often found giving rousing speeches whenever the mood strikes—whether they’re inspiring troops or motivating their family to get out of bed in the morning. While they might seem like mere cheerleaders to an observer, a well-trained leader can make their followers nearly invincible.   Bonus Proficiencies
When you join the College of Leadership at 3rd level, you gain proficiency with medium armor, martial weapons, and one Charisma skill of your choice.   Motivational Speaker
Also at 3rd level, you can motivate your companions and strengthen their resolve. As an action, you can expend one of your uses of Bardic Inspiration to choose a number of friendly creatures equal to your Charisma modifier that can hear and understand you. Each creature gains temporary hit points equal to your bard level + your proficiency bonus for 1 hour.   Tactical Advantage
Starting at 6th level, you can give an encouraging speech as you enter combat. After you and your allies roll initiative, you can expend one of your uses of Bardic Inspiration to choose a number of friendly creatures equal to your Charisma modifier within 60 feet that can hear you. The chosen creatures can reroll their initiative, but must use the new roll. Once you use this feature, you can’t use it again until you finish a short or long rest.   Infectious Inspiration
At 14th level, 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. In addition, when a creature 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, 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 Cantors

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 does not 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
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
Starting at 14th level, you can use your Healing Hymn ability without expending uses of your Bardic Inspiration.  

College of Graffiti

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 canvases, 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, up to a maximum of +3. 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.   Signature Mark
Starting at 6th level, you can paint a target on a creature’s back. As a bonus action, you can 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 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.   A creature can remove its armor or outermost clothing or wash itself with soap as an action to remove its tag.   Kaleidoscopic Spray
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 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 Jesters

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
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.   Grande Finale
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 on your following turn.  

College of the Mad God

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 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 cant 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
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
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.
Rond Psychic Damage Effect
1st 4d8 The target is deafened
2nd 7d8 The target can’t speak and has disadvantage on ability checks.
3rd 4d8 The target is charmed by you until the end of its turn
4th 9d8 -

College of Masks

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 puts 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.   Hidden Persona
By 6th level, you wear the masks of others wherever you go, even when others cannot 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
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.   Persona 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 gust of wind, scorching ray
5th lightning bolt, protection from energy
7th dimension door, ice storm
9th scrying, wall of stone
  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 blank, featureless porcelain mask. While you wear this mask, 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 movement 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 aid, lesser restoration
5th mass healing word, tongues
7th banishment, death ward
9th greater restoration, mass cure wounds
  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.   Spirit
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, which allows you to ignore difficult terrain and make no noise while moving.  

College of Romance

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 a 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
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.   Infatuate
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. Once you use this feature, you can't use it again until you finish a short or long rest.
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242--------
2nd+2Jack of All Trades, Song of Rest (d6), Magical Inspiration (Optional)253--------
3rd+2Bard College, Expertise2642-------
4th+2Ability Score Improvement, Bardic Versatility (Optional)3743-------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------
6th+3Countercharm, Bard College feature39433------
7th+3-3104331-----
8th+3Ability Score Improvement, Bardic Versatility (Optional)3114332-----
9th+4Song of Rest (d8)31243331----
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332----
11th+4-415433321---
12th+4Ability Score Improvement, Bardic Versatility (Optional)415433321---
13th+5Song of Rest (d10)4164333211--
14th+5Magical Secrets, Bard College feature4184333211--
15th+5Bardic Inspiration (d12)41943332111-
16th+5Ability Score Improvement, Bardic Versatility (Optional)41943332111-
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement, Bardic Versatility (Optional)422433332111
20th+6Superior Inspiration422433332211

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Hill815.

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