Art and Magic
In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Not all bards use music and song however; some use fluid brushstrokes to paint their magic into reality, while others might invoke words of power with sculptures of clay they have made inscribed with symbols of power.
While some Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos, others might describe the process as the gods creating a beautiful mural together, or perhaps shaping the races from clay from the very earth itself. The arts of bards is an attempt to snatch and harness the creative flame left to the mortal races by the gods, subtly woven into their spells and powers.
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.
Learning From Experience
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in art requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.
Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.
Joy of the Arts
Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time—knowledge so important that it is memorized and passed along as oral history or other unyielding artistic works, to survive even when no written record remains.
It is also the bard's role to chronicle smaller and more contemporary events—the stories of today's heroes, including their feats of valor as well as their less than impressive failures.
Of course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and artistic talent. Yet what truly sets bards apart from others—and from one another—are the style and substance of their arts.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per artificer 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, whenever you finish a long rest or gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the sorcerer 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) 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 or see you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 1 hour, 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 can also used if creatue fails a check. 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 short rest or long rest.
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
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.
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.
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.
Bardic Lore
Starting at 3rd level you select two Bardic Lore abilities. You learn additional Bardic Lore at 7th, 11th, 15th, and 19th level. Additionally, when you gain a level in this class, you can choose one of the Bardic Lore you know and replace it with another Bardic Lore that you could learn at that 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
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.
Inspiring Example
At 5th level, in order to encourage your allies, inspiration finds you and allows you to lead by example.
When you grant a creature a Bardic Inspiration die you also gain a Bardic Inspiration die of your own, which is a d6. The same rules of Bardic Inspiration apply to you as they normally would to another creature.
Alternatively, while you have this die, you can choose to expend it on a Bard feature that requires a bardic inspiration die, provided that it doesn't grant the die to another creature for it to roll.
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 perform to any number of creatures of your choice within 30 feet of you that can hear you. Until the end of your next turn, you and each target becomes immune to one of the following conditions of your choice: Charmed or Frightened. If you or any target is currently affected by the condition you choose when you take this action, that condition immediately ends.
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.
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 18th level, when you roll for initiative you regain all expended uses of Bardic Inspiration if any are missing.
Additionally, when you or an inspired ally rolls a 1 or a 2 on a bardic inspiration dice, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2.
Words of Creation
You have mastered the magic of creation to the point where you have power over life and death. At 20th you learn and always have Power Word Heal and Power Word Kill spells prepared.
This feature also allows you to cast spells on a second creature within 10 feet of the original target.
Bardic Lore Options
Agonizing Mockery
Prerequisite: vicious mockery cantrip
When you cast vicious mockery, add your Charisma modifier to the damage it deals.
Bluff
Your performance is such that your opponents fear your skill. This can be a masterly spinning display of weapons, or a calm, subtle approach.
You can make a Charisma (Deception) check contested by the target’s Wisdom (Insight) to convince them that you are more skilled at combat or spellcasting than you are.
If they fail their check, they will act accordingly. In some cases, they may attack you in preference to others, in other cases they might avoid direct confrontation with you.
Regardless, you have advantage on your first weapon or spell attack against that target, and they have disadvantage on their first attack against you.
Future attempts against the same target are dependent upon the outcome. If nothing in the rest of the encounter would change their perception of you, then the charade continues. If they are successful in seeing through your bluff, then future attempts against them are made with disadvantage. You may or may not know whether they discovered your secret.
Break the Silence
Your oratory or song can shatter magical silence. As a bonus action, you can attempt to break magical silence. Make a Charisma (Performance) check against the spell save DC (even if the spell doesn’t normally allow a saving throw). If successful, the silence is broken.
Command
Once per day you can use the command spell at your spell slot level without using a spell slot, and only using verbal components.
Countersong
You can attempt to prevent or disrupt magical attacks that use words or songs, such as vicious mockery, cutting words, a harpy’s song, a banshee’s wail, thunderwave, etc.
As a reaction, make a Charisma (Performance) check against the save DC (even if it doesn’t normally allow a saving throw). If successful, it counters the effect, granting everybody that can hear you advantage on their saving throw against the attack. If the effect doesn’t normally allow a saving throw, they gain one instead.
If against a spell, you have disadvantage if the spell is of a higher level than you can cast. You can maintain this effect for up to 1 minute with concentration.
Distraction
Whether by song, oratory, or telling jokes, you are skilled at the art of distracting others. You can target any number of creatures within 60 feet of you. Make a Charisma (Performance) check opposed by your targets’ Wisdom (Insight) checks. Your allies have advantage on attack rolls and skill checks (such as Dexterity (Stealth) checks against those that failed the contest against you.
Essence of Purity
Your flair for the dramatic and will to live promises a dramatic end when your time should come.
Unless an attack is specifically to knock you out, you do not fall unconscious after your first failed death saving throw when dying.
When you fail your third death saving throw, you don’t die immediately. Instead, you give a final performance, uttering a dying poem or dramatic oratory before expiring. If for some reason you were knocked unconscious, then you gasp back to consciousness in time to recite your dying words.
Furthermore, if you are fighting to defend the honor of another for love, beauty, or innocence, and you are reduced to 0 hit points, you make a DC 15 Constitution saving throw. If successful, you are reduced to 1 hit point instead. As soon as you fail this saving throw you are dying, with one failed death saving throw against dying for each of the times you succeeded with this ability. If you had three or more successful saving throws, then you recite your last words and die.
If you receive any healing in this state, while you are still conscious, your death saving throw count is reset.
Due to the call of the dramatic, you will not respond to resurrection attempts, unless it is to be with your true love.
If you were fighting to defend the honor of another and were unable to recite your dying words, there is a chance that you will return as a revenant (as determined by the DM).
Etiquette
You have picked up the subtleties of ways that people communicate and interact, particularly nobility and the well-to-do.
You have advantage on Charisma (Deception), Charisma (Performance), Charisma (Persuasion), and Wisdom (Insight) checks regarding the proper etiquette required in each situation, or when attempting to pass as somebody who fits into a specific cultural situation.
Fascinate
Creature is fascinated with your performance, spending its actions listening to the you. They have disadvantage on Perception checks, but can still use their reaction to defend themselves if necessary. Any attack against a target breaks the fascination.
Fortune Telling
You are skilled at the non-magical art of fortune-telling.
You have advantage on Wisdom (Insight) and Charisma (Persuasion) checks when attempting to determine another individual’s fortune.
This ability, when successfully used, gives the impression that you are utilizing real divination magic.
Juggle
In addition to performances, your juggling skill can come in handy in other ways. You are adept at catching small flying items, and can attempt to catch weapons thrown at you.
As a reaction, you can make a Dexterity saving throw. The DC is 8 + the attack modifier of the attacker. If successful, you catch the missile and take no damage. Failure means the attack automatically hits.
This ability does not work against arrows, bolts, sling bullets, or darts thrown by an atlatl.
Loremaster
Your love of history and arcana is reflected in your knowledge of enchanted items and weapons. You have advantage on Intelligence (Arcana) or Intelligence (History) checks to identify magic items or weapons.
Lullaby
Your performance makes those around you drowsy while you perform. Creatures within 60 feet must make a Constitution saving throw or suffer 1 level of fatigue. You can only impose 1 level of fatigue on a creature in a 24-hour period.
Magician
You are skilled in the art of non-magical illusion. You can make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If successful, you gain advantage on Dexterity (Sleight of Hand) checks against that target.
Masquerade
Your acting skills allow you to take on the manner of another role. This doesn’t change your physical appearance, although you can use a disguise kit.
You can add your Charisma (Performance) modifier to Charisma (Deception) checks to play a part, or pretend to be something or somebody you’re not.
If you have proficiency in a Disguise Kit and you are successful in creating a disguise, or you have a magical disguise, you also have advantage on your Charisma (Deception) check.
Mass mockery
Prerequisite: 5th level, vicious mockery cantrip
When you successfully use vicious mockery against a target, that target’s allies within 60 feet (or 120 feet if you have the Vicious Shout lore) must make a saving throw or take the same amount of psychic damage as the target.
Poetic Charm
You are a romantic at heart.
You have advantage on Charisma (Persuasion) checks to alter the position of another person (hostile to indifferent, etc.) towards you, particularly regarding romantic situations.
You can only alter them one category (hostile to indifferent, indifferent to friendly). If you continue to attempt to change their position, they become hostile towards you.
This is not a magical effect, and future interactions can alter their position.
Rally
During a battle that is not going well (at least half of your allies have 50% of hit points or less of their maximum hit points), you can use your Action to bolster their resolve. Your allies within 120 feet of you gain advantage on morale checks and a +1 bonus to their next attack.
In addition, if they succeed at their morale check, they can use their reaction to reduce the damage of the next attack they suffer by half.
They also temporarily overcome the effects of fatigue or exhaustion for the remainder of the battle. If they survive, they suffer 1 additional level of fatigue or exhaustion.
Once you use this ability, you can’t use it again until you complete a long rest.
Riddlemaster
While you can make a living with your performances that are filled with riddles and puzzles, your mind naturally picks up on patterns and clues in puzzles.
You have advantage on Wisdom (Insight) checks when making decisions like determining which way leads to a certain destination, solving puzzles, disarming traps and other such situations.
While it doesn’t provide a bonus when tracking something, it does grant the bonus in situations like a chase where you are determining which way somebody went within the last 15 minutes or so.
Rumormonger
You are skilled at picking up the intrigue and rumors in a locale. You have advantage on Wisdom (Insight) and Intelligence (Investigation) checks to learn about current events in a given location. This success makes it easier to learn the details of such gossip, not just what is common knowledge.
This skill is also very useful during downtime.
Sanctuary
Once per day you can cast the sanctuary spell without using a spell slot and with only verbal components.
Song of Influence
Your performance can be used to influence the position of others. You can target any number of creatures within 120 feet that can hear you. Make a Charisma (Persuasion) check opposed by the target’s Wisdom (Insight) check.
If you succeed, you can influence them one step towards or away from friendly. If you fail, then they move one step towards hostile. Once targets have heard your song, they cannot be affected by it for 24 hours.
Soothing Song
You voice or song sooths animals. You have advantage on Wisdom (Animal Handling) checks to calm or change the disposition of animals (beasts) that can hear you one step towards friendly.
As long as you maintain concentration and continue your performance (for up to 1 minute), any creatures that are friendly to you, are hostile to your enemies.
Spellsong
You have learned to cast a spell with a song, poem or dramatic oratory. If the spell requires concentration, you must continue to perform for the duration. Select one of the following spells. You can cast this spell at will as a 1st-level spell, without expending a spell slot, and only requiring verbal components (the performance).
Spellsong Spells: Alarm, detect magic, disguise self, false life, heroism, mage armor, or speak with animals.
Swindler
You are a master of the art of deception. You have proficiency in one Gaming Set of your choice.
You can add your Charisma (Deception) modifier when making a Gaming Set ability check.
Use Written Magic Items
You can use any written magic item, such as spell scrolls, whether you meet the class prerequisites or not.
Note that spellbooks are not a magic item.
Vicious Shout
Prerequisite: vicious mockery cantrip
When you cast vicious mockery, its range is 120 feet.
War Chant
Before heading into a battle, you can spend 10 minutes building up your forces’ morale. You can grant an Inspiration die to all allies within 120 feet as temporary hit points.
subclass options:
College of Chance
Gamblers, risk-takers, and daredevils alike all find a home in the College of Chance. Bards that dedicate themselves to this way of life live for the adrenaline that comes with great risks. These whimsical wanderers wield songs that draw upon the ambient wild magic in the world, channeling its risky power.
Risk-Taker
3rd-level College of Chance feature
When you fall short you can enhance your abilities with wild magic, possibly turning a failure into a success or a success into a failure. When you make an ability check, but before you know if you succeed or fail, you can grant yourself a bonus to your roll equal to a roll of your Bardic Inspiration die.
If you roll an even number on this bonus die, you add the result to your ability check. If you roll an odd number on this bonus die you subtract the result from your ability check.
This feature improves when you reach certain levels in this class. At 6th level, you can use this feature when you make a weapon or spell attack roll. Finally, at 14th level, you can use the feature whenever you make a saving throw.
Wild Inspiration
3rd-level College of Chance feature
The nature of your magic bleeds into your other abilities. When a creature that can hear you within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to expend a use of Bardic Inspiration, roll the Bardic Inspiration die, and add the result to the creature's roll.
Whimsical Song
6th-level College of Chance feature
You enhance your bardic song with the power of wild magic. When a creature under the effect of your Countercharm uses one of your Bardic Inspiration dice, it can choose to use the maximum possible result for that die in place of rolling.
However, if it uses Bardic Inspiration in this way and still misses its attack roll or fails its ability check or saving throw, it must immediately roll on the Wild Magic table found in the Sorcerer class on page 104 of the Player's Handbook.
Master of Chance
14th-level College of Chance feature
The forces of chance favor your wild lifestyle. Whenever you or another creature uses one of your Bardic Inspiration dice and rolls the maximum possible result, it gains an additional bonus to the roll equal to a roll of your Bardic Inspiration die.
College of Chaos
While most Bards use their skill with words to entertain and support, some choose to spread confusion, misinformation, and distrust. Though they reject the idea of formal leaders, some discordant Bards join the College of Chaos, a loose association of misanthropes that study discordant magics.
Bewildering Whisper
3rd-level College of Chaos feature
You use your magic to sow chaos in the midst of battle. When a creature within 60 feet that can hear you makes an attack roll, you can use your reaction to expend a Bardic Inspiration die and force it to make a Wisdom saving throw. On a failed save, the creature must use the same attack against another creature of your choice within the range of its attack.
Sower of Discord
3rd-level College of Chaos feature
You gain the skills to sow strife amongst your foes. You gain proficiency with disguise kits, forgery kits, and theives' tools.
Pandemonium
6th-level College of Chaos feature
You infuse your bardic songs with chaotic magic. When you use Countercharm, you can force a creature within range of the effect to make a Wisdom saving throw. On a failed save, roll a d8 and the creature suffers the corresponding effect from the table below until the end of your Countercharm.
d8 Effect
- It retreats into its mind and is Paralyzed. The effect ends early if it takes damage.
- It is Incapacitated and convinced that its allies are secretly plotting against it.
- It is Frightened of the closest creature and uses its turn to flee from it.
- It cannot speak or cast spells and it feels if it opens its mouth its voice will escape.
- It experiences vivid hallucinations and has disadvantage on all attack rolls.
- It is highly suggestible and will do anything it is told to do that isn't self-destructive.
- It experiences insatiable hunger and uses its action to eat anything it can.
- It uses its turn to repeat its previous turn or action to the best of its ability.
A creature suffering from this effect can make a Wisdom saving throw at the start of each of its turns, ending the effect on a success. Once a creature succeeds on its saving throw it is immune to this feature for the next 24 hours.
Reign of Chaos
14th-level College of Chaos feature
You have mastered the chaotic magic that is the source of your power. You learn confusion, but it doesn't count against your total number of Spells Known. If you already know this spell you instead learn another enchantment spell of your choice from the Bard spell list.
As a bonus action, you can expend a use of your Bardic Inspiration to cast confusion with the following changes:
- You can only target one creature.
- It does not require your concentration, but you can't have more than one instance of the spell active.
- When a creature makes a saving throw to resist the effects of this spell you can expend a use of your Bardic Inspiration to impose disadvantage on its saving throw.
College of Command
Bards of the College of Command infuse their voice with the magic to inspire others to feats of heroism in battle. Rather than use their abilities to empower themselves, they bring out the best in their allies. For some Bards of this College, their days of gallantry are long behind them. For others, they lead allies from the front, issuing orders and drawing swords.
Commander's Training
3rd-level College of Command feature
You have honed both your body and mind for battle. You gain proficiency with medium armor, shields, and martial weapons that lack the heavy or two-handed properties.
In addition, you gain proficiency with two gaming sets of your choice, and you can add double your proficiency bonus to any ability check that uses these gaming sets.
Inspiring Orders
3rd-level College of Command feature
As an action, you can expend a use of Bardic Inspiration to issue one of the Orders detailed below, targeting a willing creature within 60 feet that can either see or hear you:
Attack Order
The next time the target takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.
Defensive Order
The target gains a bonus to its Armor Class equal to one roll of your Bardic Inspiration until the start of your next turn.
Maneuvering Order
The target can immediately move up to its full speed without provoking opportunity attacks.
Steadfast Order
Whenever the target makes an ability check or saving throw that uses its Strength, Dexterity, or Constitution before the start of your next turn, it gains a bonus to the result of its roll equal to one roll of your Bardic Inspiration.
Support Order
The target can immediately take the Help, Hide, Search, or Use an Object action. If it makes an ability check as part of this action it adds one roll of Bardic Inspiration to the result.
Gallant Leader
6th-level College of Command feature
You can seamlessly fight and issue Orders to your allies. Whenever you use your action to issue an Order, you can make a single weapon attack or cast one Bard cantrip you know as a bonus action.
In addition, when you are forced to make a saving throw to resist being charmed or frightened you can add your Bardic Inspiration bonus to your roll.
Masterful Commander
14th-level College of Command feature
Your confident Orders embolden your allies. You can issue your Orders without expending Bardic Inspiration, rolling a d6 in place of your Bardic Inspiration die for that Order.
If you do expend a use of Bardic Inspiration to issue an Order, the target of the Order gains temporary hit points equal to one roll of your Bardic Inspiration in addition to the normal benefits of the Order.
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.
Mote of Potential
3rd-level College of Creation feature
Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Mote of Ingenuity. 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 colourful, harmless sparks for a moment.
Mote of Destruction. 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 double the number rolled on the Bardic Inspiration die.
Mote of Protection. 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
3rd-level College of Creation feature
As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player’s Handbook.
Once you create an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Animating Performance
6th-level College of Creation feature
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) and your Bardic Inspiration Dice (BID) in place of some of its statistics. 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.
Creative Crescendo
14th-level College of Creation feature
When you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be medium or smaller.
You are no longer limited by gp value when creating items with Performance of Creation.
College of Crossroads
While most Bards are naturally skilled musicians, singers, or storytellers, some gained their talent through more nefarious means. Known informally as the College of Crossroads, this organization is named for the traditional location where such mortal bargains are made. An agreement with a devil, demon, or other denizen of the lower planes is the start of such an infernal Bard's quest for personal power, fame, and fortune.
Infernal Musician
3rd-level College of Crossroads feature
You have gained strange and sinister skills from an infernal deal at a Crossroads. You gain the following benefits:
- You gain proficiency in Performance, and whenever you make a Charisma (Performance) check you can treat a d20 roll of 7 or lower as an 8.
- You gain proficiency with one musical instrument.
- You learn to speak, read, write, and sing in Infernal.
- In addition, whenever you make a Charisma check that includes Infernal speech or lyrics, you gain a bonus to the roll equal to your Bardic Inspiration roll.
Forbidden Arcana
3rd-level College of Crossroads feature
Your nefarious dealings with the lower planes have granted you access to dark magics. When you learn a new Bard spell you can choose the spell from the Bard or the Warlock spell list. It then becomes a Bard spell for you.
Eldritch Recovery
6th-level College of Crossroads feature
You can draw upon the dark arts to regenerate your magic, much as a Warlock does. When you finish a short rest, you can regain one expended Bard spell slot of a level equal to your Charisma modifier (minimum of 1st-level) or lower.
However, if you choose to use this feature during a short rest then you cannot use Song of Rest.
Sinister Song
6th-level College of Crossroads feature
Your bardic magic is infused with the power of the lower planes. When a creature under the effect of Countercharm succeeds on a saving throw to resist being charmed or frightened, you can use a reaction to expend a use of Bardic Inspiration and force a creature of your choice within range of your Countercharm to make a Wisdom saving throw.
On a failed save, it is charmed or frightened (your choice) for the duration of Countercharm. The creature can repeat its saving at the end of each turn, and each time it takes damage, ending the charm or frighten effect on a success.
Otherworldly Virtuoso
14th-level College of Crossroads feature
You have mastered the Infernal musical power imparted to you. When you cast a Bard spell with a verbal component you can expend a Bardic Inspiration to enhance the spell in one of the following ways:
Emboldening Melody
If the Bard spell restores hit points, one target of the spell regains additional hit points equal to your Charisma modifier (minimum of 1). All targets of the spell have advantage on the next attack roll, ability check, or saving throw they make.
Infectious Tune
If the Bard spell requires your concentration, the first time you are forced to make a Constitution saving throw to maintain concentration on that spell you gain a bonus to your roll equal to one roll of your Bardic Inspiration.
Resounding Note
If the Bard spell deals damage, you can cause it to deal thunder damage in place of its normal damage. Large or smaller creatures affected by the spell must succeed on an (additional) Strength saving throw or fall prone.
College of Dance
Bards who feel the rhythm and flow of life, and battle alike, often choose to join the College of Dance. In this college Bards learn to push their bodies to the limits of flexibility, and grace to utilize a distinct style of performance based combat. Woe to the opponent who underestimates the incredible power and beauty of dance.
Brilliant Footwork
3rd-level College of Dance feature
While you are wearing no armor and not wielding a shield, you gain the following benefits:
Inspiring strikes: When you use a bonus action to grant Bardic Inspiration on your turn you gain the benefit of the dodge action or you can make a single Unarmerd Strike.
Additionally, you may make any dance based Performance skill checks with advantage.
Rhythmic strikes: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Additionally, you can roll a d6 in place of the normal damage for your unarmed strikes, which changes to match your Bardic Inspiration die as you gain Bard levels.
Warding Beauty: Your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Dance Arcanum
3rd-level College of Dance feature
Also beginning at 3rd level, you no longer need a spellcasting focus when casting your Bard spells so long as you are dancing as a part of your somatic components. Additionally, you learn to create unique magical effects with your dances. You gain access to the dance styles described Below.
- Blade Dance: Your dance evokes the elegance and hostility of the mighty Viper. If a creature makes a melee attack against you, regardless of if they hit or miss, you may make a single weapon attack against that creature as a reaction. When making this attack, you roll your Bardic Inspiration Die and add the value rolled to that attack's damage.
- Flame Dance: You evoke the power of your raw personality and impose it upon the world. As a part of a spell attack, you may expend a use of your Bardic Inspiration, rolling your Bardic Inspiration Die + your Charisma Modifier and adding the value rolled to the damage of that spell.
- Shielding Dance: You embody the power of your muse. As a bonus action, you strike a pose of confidence and power, rolling your Bardic Inspiration Die and granting yourself temporary hit points equal to the value rolled + your CHA modifier. You lose these temporary hit points at the beginning of your next turn.
- Alluring Dance: You embody the elegance and beauty of music momentarily. As an action, you may expend a Bardic Inspiration Die, forcing a single creature of your choice within 30 feet of you that can see and/or hear you to make a Wisdom Saving throw against your Bard spell save DC. On a failure, this creature may not target you directly with any weapon attacks or harmful spells until the beginning of your next turn. This does not effect area of effect spells, however. Any creature immune to the Charmed condition automatically passes this saving throw, and if the creature has advantage against Charm, they also have advantage on this saving throw.
- Wind Dance: You lighten your steps, increasing the efficiency of your stride. As a bonus action, you may expend a use of your Bardic Inspiration to dash or disengage.
- Manuevering Dance: You use fancy footwork to outmanuever your opponents. As an action, you may expend a use of your Bardic Inspiration to increase your walking speed by 10 feet and increase your AC by a number equal to your proficiency bonus until the end of your next turn.
Dazzling Confidence
6th-level College of Dance feature
Beginning at 6th level, the power of your personality radiates forth and influences those around you. You learn to impose your personality on the world around you in new ways. You may invoke one of the waltz styles described below as an action.
Once you use this feature, you must finish a long rest before you can use it again.
- Heroes Waltz: You begin to dance, radiating an aura of certainty and safety. For the next minute, every time you or a friendly creature within 15 feet of you needs to make a saving throw, they may add your Charisma modifier to that saving throw. This effect ends early if you are knocked unconscious or die. (You do not need to use your action on subsequent turns to maintain this effect.)
- War Dance: Your dance is violent and evocative of destruction and fury. For the next minute, you and every friendly creature within 15 feet of you may add your Charisma modifier as Radiant damage to the damage rolls of their weapon, unarmed or spell attacks. This effect ends early if you are knocked unconscious or die. (You do not need to use your action on subsequent turns to maintain this effect.)
- Entrancing Waltz: Choose any number of creatures within 60 feet that can see you. Those creatures make a Charisma saving throw against your bard spell save DC. On a fail, they have disadvantage on attack rolls against you for the next minute.
Dance Together
14th-level College of Dance feature
Beginning at 14th level, you have mastered the art of your dance to such an extent that you can impart that knowledge on others. When you use one your Dance Arcanum feature to invoke a dance style, you may select a creature within 30 feet of you to also gain the benefits of that dance style.
Crowd Pleaser
14th-level College of Dance feature
Also beginning at 14th level, you have learned to draw power from your audience. For every friendly creature within 15 feet of you, you add +1 to your Bardic Inspiration Dice rolls. (For example, if you have 3 friendly creatures within 15 feet of you, your Bardic Inspiration Die becomes 1d10 + 3, or 1d12 + 3 as of 15th level.)
College of Drama
Long have the performing arts been a favorite pastime for people of all walks of life. Performers and thespians use the stage to tell stories that while fictional, can reveal great truths about life, death, and the struggles in between. The Muse, the ancient spirit of inspiration, moves the hearts of these actors, both great and small, to give their all in every performance.
Channel the Muse
3rd-level College of Drama feature
You have learned to channel songs of The Muse to magically manifest two masks. One, a laughing Mask of Comedy, the other, a weeping Mask of Tragedy. At the end of a long rest, you choose which Mask manifests, which lasts until the end of your next long rest, and grants you the abilities below:
Mask of Comedy
You use your talent for the dramatic to inspire your allies in combat. When a friendly creature that can see or hear you within 30 feet fails an ability check or saving throw, or misses with an attack roll, you can use your reaction to expend a use of Bardic Inspiration, roll it, and the result to the creature's roll, possibly turning its failure into a success.
Mask of Tragedy
Your flair for tragedy allows you to inflict sorrow upon your foes. When a hostile creature that can see or hear you within 30 feet succeeds on an ability check or saving throw, or hits with an attack roll, you can use your reaction to expend a use of Bardic Inspiration, roll it, and subtract the result from its roll, possibly turning its success into a failure.
Thespian's Craft
3rd-level College of Drama feature
The Muse has granted the skills of a master stage performer. You gain proficiency in Performance and with disguise kits, and whenever you make an ability check with either of these proficiencies you can treat a d20 roll of 7 or lower as an 8.
Soliloquy
6th-level College of Drama feature
Your bardic magic and song is infused with the performative power of The Muse. When you use Countercharm it gains the effects below based on the Mask you are currently wearing:
Mask of Comedy
The sound of your music inspires great deeds. Creatures of your choice that can hear you within range of Countercharm gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of their turns.
Mask of Tragedy
Your bardic magic and song undermine the resolve of your enemies. Creatures of your choice that can hear you within range of Countercharm have disadvantage on saving throws to resist any spell that includes a verbal component.
Final Curtain
14th-level College of Drama feature
The Muse grants you the ability to enthrall Death itself, if only for a short while. Your Masks grant the benefits below:
Mask of Comedy
You can bring allies back from the brink of death. When a creature you can see within 30 feet makes a death saving throw, you can use your reaction to expend a use of Bardic Inspiration and make a Charisma (Performance) check. The creature can choose to use the result of your check in place
of making a normal death saving throw roll.
Mask of Tragedy
You can bargain with death itself for more time. When you are reduced to 0 hit points but not killed outright, you can expend a use of Bardic Inspiration die to immediately make a Charisma (Performance) check. If the result of your check is a 20 or greater, you fall to 1 hit point instead of 0.
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 persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
3rd-level College of Eloquence feature
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Unfailing Inspiration
6th-level College of Eloquence feature
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech
6th-level College of Eloquence feature
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
Infectious Inspiration
14th-level College of Eloquence feature
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
College of Eulogies
Bards are masters of eliciting all types of emotions with their music. They use their magic to make audiences feel a longing for places they have never been and love for people long dead. Those who join the College of Eulogies have a fondness for the more negative emotions; grief, sorrow, and fear. They take their name from the speeches typically delivered in memory of the deceased, for they see themselves as bringers of death.
Bardic Dirge
3rd-level College of Eulogies feature
You wield the melancholic magic of negative emotions and can use it to inflict minor curses. When a creature that can hear you within 60 feet, makes an attack roll, ability check, or saving throw, you can use your reaction to expend a use of Bardic Inspiration to impose disadvantage on its roll.
Lament for the Dead
3rd-level College of Eulogies feature
You have steeped yourself in strange magic and ancient lore associated with death. Whenever you make an Intelligence check to recall knowledge pertaining to rituals or lore related to death, the undead, or the magic of necromancy, you can add double your proficiency bonus to your roll.
Also, whenever you learn a new Bard spell, you can choose to learn a necromancy spell of your choice from any spell list.
Restless Spirit
6th-level College of Eulogies feature
You can conjure and bind Restless Spirits that died with unfinished business. At the end of each long rest, you can perform a short ritual that summons such a Spirit. It is friendly to both you and your allies, obeys your commands, and uses the Restless Spirit stat block, which uses your Spell Save DC, and proficiency bonus (PB).
In combat, the Spirit acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you used your bonus action to command it to take one of the actions in its stat block, or another action. If you are incapacitated, the Restless Spirit can take any action it chooses.
If your Spirit was destroyed within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, it returns from beyond the veil with all its hit points restored.
Infectious Despair
14th-level College of Eulogies feature
The sadness and despair that you inflict upon your foes cloys to them until it exacts its toll. When you use Bardic Dirge on a creature, and that creature succeeds on its roll despite the disadvantage, it also has disadvantage on its next attack roll, ability check, or saving throw it makes as well.
Regardless of the outcome of the second roll, this feature ends after its next attack roll, ability check, or saving throw.
College of Fate
To inspire greatness, a bard sings of fearless heroes and fabled deeds of the past or of an imaginary world. Those who belong to the College of Fate don't dwell on history or imagination: they sing of the future. They compose what still has to happen through the uncompromising power of their art and will, peering into the unknown and warping reality to resemble their fiction. Their signature is etched on the patterns of the Norns, and their companions know they will achieve godly undertakings, becoming more and more exalted as their already written story manifests in reality.
Song of Exalted Destiny
3rd-level College of Fate feature
When you rest and get ready to face the challenges of the day, you get inspiration for your art, knowing full well that what you play and sing will eventually come to pass, and what mighty glory it will bring upon your witnesses. When you finish a short or long rest, roll 3d20 and record the numbers rolled (reroll any doubles until all the numbers are different). These are your destiny dice. When any other creature of your choice makes an ability check, an attack roll or a saving throw, if the number rolled on the die is the same of one of your destiny dice, the matching destiny die is expended, and the creature that rolled it becomes exalted for 1 minute or until they become unconscious or are incapacitated.
When an exalted creature uses your Bardic Inspiration die on an ability check, an attack roll or a saving throw, they can roll the Bardic Inspiration dice twice and pick the best result.
At any point while a creature is exalted, they can gain one of the following benefits of their choice:
- They heal a number of hit points equal to a roll of your Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
- When they are hit by an attack, they can use their reaction to gain a bonus to their AC equal to a roll of your Bardic Inspiration die, potentially causing the attack to miss. This bonus lasts until the start of their next turn.
- When they roll for the damage of an attack, that attack deals bonus damage equal to a roll of your Bardic Inspiration die.
- When they make an ability check and that check fails, they can reroll the check and must use the second roll. The rerolled ability check can be the one that caused the destiny die to be expended.
Once an exalted creature has gained a benefit of this feature, they can't do so again until they become exalted again.
When you finish a short or long rest, any unused destiny die is lost.
When you reach 6th level in this class, you roll 5d20 when you finish a short or long rest instead of 3.
Song of Certain Doom
3rd-level College of Fate feature
Your stories tell of the deeds of your allies as well as the doom of your foes. As a bonus action, you can expend a use of your Bardic Inspiration and choose a creature within 60 feet of you that you can see, to which you recite their imminent failure. The next time that creature is hit by an attack or fails an attack roll, ability check or saving throw, they realise the truth in your words and become frightened of you. This effect lasts for 1 minute, or until the creature scores a critical hit. At the end of each of their turns, the creature can make a Wisdom saving throw against your spell save DC, ending the effect on a success.
Grandiose Destiny
6th-level College of Fate feature
The divinatory and fate-shaping capacities of your art are even more astounding, granting new benefits to your allies and extending those benefits to yourself. When an exalted creature chooses a benefit from your Song of Exalted Destiny feature, the following options are added to the list:
- They can take the Dash action as a bonus action once. This Dash does not provoke opportunity attacks.
- They can take a reaction to make one weapon attack.
- When they make a saving throw and the save fails, they can reroll the save and must use the new roll. The rerolled saving throw can be the one that caused the destiny die to be expended.
Additionally, each time a destiny die is expended, you can gain one benefit from the list of your Song of Exalted Destiny feature or from the list of this feature, as long as you do that while the creature who expended the destiny die is exalted.
Fate of the Exalted
14th-level College of Fate feature
As the tales you weave become truth and the heroes you sing of carve their legend, you go beyond the limits of your form, channeling your will and mastery to briefly force the hand of the Norns themselves. When you or a creature you can see makes an ability check, an attack roll or a saving throw, you can cause the attack to hit, or the check or save to succeed. You can use this feature after you see the roll, and after the DM says whether the roll succeeds or fails.
Once you use this feature, you can't use it again until you finish a long rest.
College of Fine Art
While most Bards unlock their signature magic with song, some learn to channel magic through visual mediums. Most often using ink or paint, these whimsical artists animate wondrous images to both entertain and adventure with. They can channel bardic illusion magic through art and bring the strange and wonderful figments of their imagination to life.
Classical Artist
3rd-level College of Fine Art feature
You have mastered the use of visual art forms for your bardic magic. You gain proficiency with calligrapher's and painter's supplies, and whenever you make an ability check with either tool you can add double your proficiency bonus to your roll.
Moreover, you can use calligrapher's supplies or painter's supplies as a spellcasting focus for any Bard spell you know.
Finally, whenever you learn a Bard spell, you can choose to learn an illusion spell of your choice from any spell list.
Living Art
3rd-level College of Fine Art feature
Your signature bardic magic can bring your artwork to life. You learn the find familiar spell, but it doesn't count against your total number of Spells Known. Though, you can only cast find familiar using calligrapher's supplies or painter's supplies as your spellcasting focus.
When you cast find familiar in this way, your familiar resembles a living two-dimensional piece of artwork. As an action, your familiar can flatten itself against any surface to appear as mundane art or graffiti. If a creature succeeds on an Intelligence (Investigation) check against your Spell Save DC it realizes that the artwork is a living familiar.
Illusory Artwork
6th-level College of Fine Art feature
If you cast an illusion spell and use calligrapher's supplies or painter's supplies as your spellcasting focus you can expend a use of Bardic Inspiration to cast the spell with a spell slot one level lower than you normally would (minimum of 1st-level).
Bardic Masterpiece
14th-level College of Fine Art feature
As an action you can use calligrapher's or painter's supplies to paint a picture of a beast of CR 4 or lower that you have seen before in an unoccupied space adjacent to you, bringing the artistic depiction on the beast to life for 1 minute.
While it is animated, the artwork beast is completely under your control, is friendly toward you and your allies, and it uses the stat block of the beast you depicted. In combat, the beast shares your initiative, but it can only take the Dodge action unless you use your bonus action to command it to take an action from its stat block or another action.
If the artwork beast is reduced to zero hit points it is dispelled and melts into a puddle of ink or paint.
Once you use this feature you must finish a long rest before you can use it again. When you have no uses of this feature remaining, you can expend a spell slot of 5th-level or higher to use it again.
College of Fools
Bards who join the College of Fools use crude stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from tavern crowds to royal courts. Where other Bards seek out forgotten lore or tales of bravery, Fools tell embarrassing and hilarious stories of all kinds. Fools undermine the plans of the powerful, and their acrobatic ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.
Satirical Theatrics
3rd-level College of Fools feature
You gain the skills to pass as a bumbling nincompoop. You gain proficiency in Acrobatics and Sleight of Hand, and when you make an ability check with either of these skills, you can treat a d20 roll of 7 or lower as an 8.
Tumbling Fool
3rd-level College of Fools feature
Your training allows you to move about in strange and bizarrely entertaining ways. You can take the Dash action as a bonus action. When you take the Dash action, you gain the following benefits, which last until the end of your turn:
- Opportunity attacks against you have disadvantage.
- You gain a climbing speed equal to your walking speed.
- You can reduce any falling damage you take by an amount equal to your Bard level + your Charisma modifier.
Sharp Tongue
6th-level College of Fools feature
You learn vicious mockery, but it doesn't count against your total number of Cantrips Known, and when you use vicious mockery you add your Charisma modifier to the damage roll.
If you already know vicious mockery you learn another cantrip of your choice from the Bard spell list.
Sharper Wit
6th-level College of Fools feature
When a creature that you can see targets you with an attack, you can use your reaction to cast vicious mockery targeting the attacker. If it fails its saving throw, it must choose another target within range of its attack. If there are no other targets in range then its attack misses.
You can cast vicious mockery as a reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Fool's Luck
14th-level College of Fools feature
You combine bardic magic with foolish antics to manipulate luck. When you make an ability check, attack roll, or saving throw with advantage, you can choose to automatically fail in comical fashion and gain one point of Fool's Luck
When a creature within 30 feet that can see or hear you, makes an attack roll, ability check, or saving throw, you can use your reaction to expend a point of Fool's Luck to impose advantage or disadvantage (your choice) on its roll.
You can have a total number of points of Fool's Luck equal to your Charisma modifier (minimum of 1). Unused Fool's Luck fades at the end of your next long rest.
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, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
Mantle of Inspiration
3rd-level College of Glamour feature
You gain the ability to weave a song of fey magic that imbues your allies with vigour and speed.
As a bonus action, you can use your Bardic Inspiration to invoke the magic of the fey wild and grand yourself wonderous appearance. This wonderous appearance lasts for 1 minute, until you fall unconscious, or until you end it (no action required by you). While your wonderous appearance persist you gain the following benefits:
- When you invoke this appearance, choose a number of creatures you can see and that can hear 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. Each creature that gains these hit points can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
- You, and creatures of your choice that are within 10 feet of you have their movement speed increases by 5 feet.
- As a bonus action on each of your turns, you can grant a creature that you can see within 60 feet of you 5 temporary hit points.
The temporary hit points granted from this feature last for the duration of your Mantle and the number of temporary hit points, and the movement speed increase increases when you reach certain levels in this class, increasing to 10 at 5th level, 15 at 10th level, 20 at 15th level, and 25 at 20th level.
Enthralling Performance
3rd-level College of Glamour feature
You can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, or until you or your allies do anything harmful to it.
Regardless if target succeeds on its saving throw or not, it 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
6th-level College of Glamour feature
You gain the ability to cloak yourself in a fey magic that makes others want to serve you. While transformed via your Mantel of Inspiration feature, you can cast the command spell, without expending a spell slot, as an action or bonus action on each of your turns.
Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.
Unbreakable Majesty
14th-level College of Glamour feature
Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, while you are transformed via your Mantle of Inspiration feature, you gain the following additional benefits:
Whenever a creature that you can see makes an attack against you, it has disadvantage on any saving throw it makes against your spells or abilities until the end of your next turn.
Whenever a creature tries to attack you for the first time on a turn, it must make a Charisma saving throw against your spell save DC. On a failed save, it cannot attack you until the start of its next turn, and it must choose a new target for the triggering attack, else it is wasted.
College of Glory
Bards are known for telling the tale and ballads that laud the heroic action of others. While most are satisfied by this role, others strive to be the hero themselves. Many a brave Bard has joined the ranks of the College of Glory for this reason.
Valuing bravery and decisive action above all, Glory Bards emulate heroes of legend. Augmented by magic, they cultivate larger-than-life personas and hone physical abilities to match.
Heroic Stature
3rd-level College of Glory feature
You have decided to become the hero that other Bards will sing of. You gain the following benefits so long as you are not wearing armor or wielding a shield:
- Your Armor Class is equal to 10 + your Strength modifier + your Charisma modifier.
- Your unarmed strikes deal bludgeoning damage equal to one roll of your Bardic Inspiration die + your Strength modifier on hit.
- Whenever you make a Strength (Athletics) check or roll damage for an unarmed strike, you can expend a use of Bardic Inspiration and add it to the result of your roll.
Glorious Purpose
3rd-level College of Glory feature
You have trained to overcome any obstacle that may stand in the path of your legend. You gain proficiency in Athletics and have advantage on saving throws to resist being frightened.
Extra Attack
6th-level College of Glory feature
You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Bard cantrips in place of one of those attacks.
Hero of Legend
14th-level College of Glory feature
You take up the mantle of a legendary hero, transforming to match the legend. You can use a bonus action to transform into your Heroic Form, gaining the following benefits:
- You gain temporary hit points equal to your Bard level.
- You can take the Dash action as a bonus action so long as you end your movement closer to a hostile creature.
- As a reaction when a creature targets you with a melee attack, you can make one attack against that creature.
These benefits last for 1 minute and end early if you fall unconscious or die. Once you use this feature you must finish a short or long rest before you can transform again.
Paragon of Glory
14th-level College of Glory feature
You are immune to the frightened condition, and whenever you make a death saving throw you can expend a use of Bardic Inspiration, roll it, and add the result to your roll.
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
3rd-level College of Lore feature
You gain proficiency with three skills of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Cutting Words
3rd-level College of Lore feature
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.
Additional Magical Secrets
6th-level College of Lore feature
You learn three 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
14th-level College of Lore feature
Starting at 14th level, whenever you fail an ability check, you can reroll the d20 and must use the new roll.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
College of Lovers
Bards of the College of Lovers create music from the feelings of the creature around them. During a performance, the aud- ience is made to feel as though all their emotions are mixing and adding together. It is no wonder, then, that these bards are sought-after entertainment for parties and celebrations. The Lovers know how to easily manipulate feelings, and they take great pride in making their allure seem effortless. You can choose a magical, attractive quality for your character or determine it by rolling on the Attractive Quality table.
Chord of Indecision
3rd-level College of Lovers feature
You know how to release special reverberations that cause creatures to hesitate. 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. On its next turn, the creature must subtract the number rolled times 5 from its speed. Additionally, the creature can't use its reaction until the beginning of your next turn.
Words of Connection
3rd-level College of Lovers feature
If you speak to a humanoid alone for at least 1 minute, you can attempt to form an empathic bond with it and convince it that seeing things from a new perspective would help it in some way. At the end of the conversation, the target must suc- ceed on a Wisdom saving throw against your spell save DC or be charmed by you. The target is charmed this way for 10 minutes, ending early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. During this time, you and the target share all senses and can communicate with each other telepathically.
While the target is charmed this way, you can use your bonus action to switch personalities with it, allowing you to
control the target's body and allowing it to control yours until the charm ends or you use your bonus action to switch back. Both you and the target use the game statistics of the other creature while your personalities are switched, although you both retain your own alignment, proficiency bonus, skill prof- iciencies, and Intelligence, Wisdom, and Charisma scores. Neither you nor the target can cast spells while controlling the other creature's body or attempt to put them in harm's way, such as by approaching a cliff with the intent to jump.
If the target succeeds on its saving throw, the target has no idea that you tried to magically charm it.
When the effect ends, the target knows that you charmed it. However, unless it has good reason to think otherwise, it believes that the experience was beneficial to its well-being.
Once you use this feature, you can't use it again until you finish a long rest or expend a spell slot to use it again.
Affective Priority
6th-level College of Lovers feature
You can project the image of a person's soulmate directly into their mind, making them think that you are actually the object of their affections. As a bonus action, you force one humanoid you can see within 60 feet of you to succeed on a Wisdom saving throw against your spell save DC or become charmed by you for the next hour. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While charmed in this way, if the target notices another creature charmed by you, it sees the other creature as a rival and goes out of its way to incapacitate that creature, even if your charm ends on the perceived rival later. Otherwise, if the target enters combat against hostile creatures, it will only use its action to Dash, Dodge, or Help in a way that assists you.
Each time the target takes damage from a source other than its perceived rival, it makes a new Wisdom saving throw. If the saving throw succeeds, the charm ends immediately.
Once you use this feature, you can't do so again until you finish a short or long rest.
Irresistible Charms
14th-level College of Lovers feature
Creatures have disadvantage on saving throws against being charmed by you.
College of Radiance
Worship takes on many forms across the multiverse; the quiet contemplation of the monastic hermit, the insightful guidance of the temple priest, the resolute dedication of the faith-filled zealot, and the impassioned preacher spreading the tenants of their faith across the land with word and song.
Bards of the College of Radiance are devout preachers of the divine, and all their performances sing the praise of their deity. These bards use the power of their voice to further the will of their god and inspire devotion in their followers.
Divine Revelation
3rd-level College of Radiance feature
Your deity has blessed you with a measure of their divine power in return for your service. Choose a Divine Domain from those available to the Cleric that best fits the deity you serve. Whenever you learn a new Bard spell, you can choose from the Bard spell list, the Cleric spell list, or your list of Domain Spells, and the spell becomes a Bard spell for you. You must obey all other rules from learning a new spell.
You also gain proficiency in Religion, and you add double your proficiency bonus to Intelligence (Religion) checks.
Words of Healing
3rd-level College of Radiance feature
The god you serve empowers your healing magic. When you cast a Bard spell of 1st-level or higher that restores hit points to a creature, the target regains additional hit points equal to your Charisma modifier (minimum of 1).
Heavenly Chorus
6th-level College of Radiance feature
Your faith empowers your bardic song. When you use Countercharm, you can expend a use of Bardic Inspiration to empower it with one of the following celestial effects:
Guidance
Creatures of your choice within range add your Charisma modifier (minimum of +1) to the first ability check, attack roll, or saving throw they make before the start of your next turn.
Judgment
One creature of your choice within range that can hear you must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn. Once a creature succeeds on this saving throw, or the effect ends for it, that creature is immune to this effect for the next 24 hours.
Protection
For the duration, creatures of your choice within range are resistant to necrotic and radiant damage, and their maximum hit points cannot be reduced.
Restoration
One creature of your choice within range that can hear you gains temporary hit points equal to your Bardic Inspiration.
Beatific Vision
14th-level College of Radiance feature
You can allow the power of your deity to shine forth from you. When you cast a Bard spell that forces at least one creature to make a saving throw, you can expend Bardic Inspiration to impose disadvantage on one creature's saving throw for each Bardic Inspiration you expend as part of this spell.
College of Revelry
Bards that join the College of Revelry somehow seem to be the center of attention wherever they go. They enjoy the after-party more than their performance, and they never turn down an invitation to a good time. From formal banquets to harvest celebrations of small towns, Revelry Bards live for the party.
Charming Presence
3rd-level College of Revelry feature
Your natural charm makes others uniquely comfortable around you. You gain proficiency in Persuasion. If you are already proficient in Persuasion you instead gain proficiency
in either Deception, Performance, or Sleight of Hand.
If you are currently carousing with a creature, you have advantage on any Deception, Performance, Persuasion, or Sleight of Hand checks you make directed at that creature.
For the purposes of this feature, carousing could be any of the following activities: drinking, dancing, feasting, partying, gambling, or any other activity that lowers inhibitions.
Depraved Enchantments
3rd-level College of Revelry feature
Your voice drips with debilitating pleasure and weakens the mental resolve of your enemies. Whenever you cast an enchantment spell of 1st-level or higher with a verbal component, you can expend a use of Bardic Inspiration to impose disadvantage on the target's saving throw.
Stirring Performance
6th-level College of Revelry feature
Your presence during rests enlivens your allies and assuages their worries. Any creature that benefits from your Song of Rest feature regains additional hit points equal to your Charisma modifier (minimum of 1 hit point).
Moreover, any creature that benefits from your Song of Rest feature also has advantage on the first ability check, attack roll, or saving throw it makes after it completes a short rest with you.
Hedonistic Trance
14th-level College of Revelry feature
Your bardic songs send creatures into a state of ecstasy. As an action, you can expend a use of Bardic Inspiration to force a creature that can hear you within 30 feet to make a Wisdom saving throw. On a failed save, it is stunned for 1 minute. If the creature takes damage, it can immediately repeat the saving throw, ending the effect on a success. If the creature succeeds on its saving throw, or the effect ends for it, it is immune to this feature for the next 24 hours.
While stunned, the creature is in state of pure ecstasy of your choosing. It could be a drunken stupor, a fit of uncontrollable laughter, sensual hallucinations, or overwhelming pleasure.
When you use this feature, you can expend an additional use of your Bardic Inspiration to impose disadvantage on its initial saving throw.
College of Seafaring
The open ocean has been an evocative setting in many stories and poems. Completely separated from the rest off the world and yet surrounded by your fellow crew, the ocean can be both isolating and communal. Trapped between the dark blue of the sea and the light blue of the sky, either of which can be tempestuous and hostile or serene and magnificent. Where your survival comes down to the abilities of you an your shipmates. All these elements of water travel can inspire storytellers and musicians, but the thing that does most of all are probably the sea shanties -- work songs sung by a ship's crew to work together in rhythm. These shanties unify the sailors and tell tales of tradition, glory, and the fun soon to be had once they're off this bloody boat.
Bards of the College of Seafaring can have developed their abilities on trading ships, fishing vessels, or naval warships, but may have simply taken an interest in maritime tradition, finding the imagery of the briny deep compelling and the songs of the sea beautiful.
Bonus Proficiencies
3rd-level College of Seafaring feature
You gain proficiency in vehicles (water), and your choice of one from Athletics, Perception, and Performance. Also, you gain a climbing and swimming speed equal to your walking speed.
Shanty Call and Response
3rd-level College of Seafaring feature
You can lead a work song to aid in physical activities. As an action, you may roll a Bardic Inspiration die, expending a use, to begin the song. When you do so, each friendly creature other than you within 60 feet of you that can hear you may use its reaction to sing a response. Each creature that does so gains the following benefits until the end of your next turn:
- Its movement speed increases by 5 feet plus a number of feet equal to the number rolled.
- The next ability check it makes using Strength or attack roll using Strength or Dexterity gains a bonus equal to the roll.
You can continue the work song as an bonus action on your subsequent turns. You roll a Bardic Inspiration for each subsequent turn, but do not expend it. A creature must use its reaction to sing a response each time to gain its benefits. The work song ends after 10 minutes, and ends early if you are incapacitated, do not continue it as a bonus action, or if no creature uses its reaction to sing a response.
Song of Fair Travel
6th-level College of Seafaring feature
Your performances can make traveling long distances easier and pass quicker and soothe the weather around you. While you are using your action to perform, creatures that can hear you have double the travel pace. If you are traveling by ship, the ship's speed is tripled. In addition, you may have the performance cause the area in a 60-foot radius around you to become fair weather; nonmagical precipitation and winds can't penetrate the area (unless you allow it to) and the temperature in the area is mild.
Song of Storms
14th-level College of Seafaring feature
Just as you can abate meteorological elements, you can call upon them. As an action, choose a point you can see within 120 feet of you. A weather effect of your choice from the options below occurs in a 30-foot cube centered on the point and lasts for 1 minute. Any saving throw required is against your bard spell save DC.
Once you choose one of the options with this feature, you can't choose that option again until you finish a long rest.
Wind Gales. Choose the direction the wind is blowing in the area. Ranged attacks not going with the wind are made at disadvantage. A creature not moving with the wind must expend 4 feet of movement for each foot moved. A creature that begins its turn in the area must succeed a Strength saving throw or be pushed 10 feet in the direction of the wind. A creature can choose to fail this save.
At the beginning of your subsequent turns, you may change the direction of the wind.
Rain Torrent. The area becomes lightly obscured and extinguishes open flames. The area is difficult terrain and the rain makes the ground in the area treacherous to move. If the ground is rocky or made of worked stone or wood it becomes slick, and a creature on the ground that enters the area or begins moving through it for the first time on a turn must succeed a Dexterity saving throw or become prone. If the ground is sand, dirt, or grass, it becomes muddy, and a creature on the ground that enters the area or begins moving through it for the first time on a turn must succeed a Strength saving throw or become restrained until the end of the turn. A flying creature that enters the area or begins its turn there must succeed a Strength saving throw or become prone.
At the beginning of your subsequent turns, you may move the area 10 feet in any direction.
Lightning Strikes. Three lightning bolts strike at three points of your choice in the area causing a burst of thunder. Each creature within 5 feet of a point must make a Dexterity saving throw, taking 2d6 lightning damage on a failed save and half as much on a success. Each creature within 10 feet of the point must make a Constitution saving throw, taking 1d6 thunder damage on a failure or half as much on a success.
At the beginning of your subsequent turns, you may cause one lightning bolt to strike a point of your choice in the area for the same effect.
College of Serpents
Trained in the art of poisoning, bards of the College of Serpents make for efficient mercenaries, assassins, and spies. The College of Serpents has an infamous reputation due to the grim nature of its work, its members often feared as murderers or usurpers by common folk. Equipped with a silver tongue and a venomous touch, they excel at infiltrating societies and organizations to get closer to their mark. Disciples of this college are taught to ensure that their final blow to their unfortunate victims is cruel and internal, unseen by any onlookers. When a noble drops dead in broad daylight, unable to breathe and drowning in his own saliva, it's not uncommon to spot an inconspicuous snake charmer nearby, distracting the crowd as he performs for mere coppers.
Kiss of the Cobra
3rd-level College of Serpent feature
When you join the College of Serpents at 3rd level, your touch is infused with the vile poison of a serpent.
Whenever you make a weapon attack or cast a damaging spell, you can expend one use of your Bardic Inspiration to deal extra poison damage equal to the number you roll on your Bardic Inspiration Die. The target must then succeed a Constitution saving throw against your Spell Save DC or be poisoned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.
Additionally, you gain proficiency with a poisoner's kit, or expertise if you're already proficient. Due to your serpentine mutations, you are always equipped with a poisoner's kit. You can also expend one Bardic Inspiration die to create a flavorless venom that applies this feature to any creature that ingests it. The extracted venom expires after 24 hours.
Viper's Vision
3rd-level College of Serpent feature
Also at 3rd level, your sight becomes as sharp as viper fangs.
At will, you can choose to enter a trance that expands your perceptive senses beyond light, sharpening your pupils to become thin, snake-like slits. While you're in this trance, you gain immunity to the blinded condition and can see dim light and darkness within 60 feet of you as if it were bright light. Within this range, you're able to see through solid objects and instead of color, you perceive everything by its temperature. The hotter something is, the warmer its color, and the colder something is, the cooler its color. If you already have darkvision, the range of this feature extends to 120 feet.
Mamba's Malignancy
6th-level College of Serpent feature
Starting at 6th level, the toxins you produce boil blood and fester with vicious efficiency. You gain immunity to poison damage and the poisoned condition. Poison damage you deal ignores resistances and you can add your Charisma modifier to any poison damage you deal once per round. When you use the Kiss of the Cobra feature, you can choose to treat all damage dealt by the accompanying weapon attack or spell as poison damage.
Additionally, whenever you poison a creature, it takes poison damage equal to your Bardic Inspiration die at the start of each of its turns.
Heart of Virulence
14th-level College of Serpent feature
At 14th level, your veins run thick with noxious ichor instead of mortal blood. Whenever you are targeted by poison damage, you instead heal for an amount equal to the damage or your Charisma modifier, whichever is lower. Poison damage you deal treats immunity as resistance, and you can poison creatures with immunity to the poisoned condition, giving them advantage on the Constitution saving throw instead.
Additionally, you master forbidden secrets on formulating the perfect poison. When you hit a poisoned creature with an attack or spell, you can alter the poison within them to transform into a ravenous virus that converts blood into poison. Once you plan this mutation within them, it remains dormant until you use an action to awaken it. When you use this action, the creature must make a Constitution saving throw against your spell save DC. It loses all immunities, resistances, and saving throw proficiencies, becomes poisoned, and takes a number of d10 equal to your bard level in poison damage on a failed save, or half as much damage on a successful one. A creature cannot regain hit points while it has the dormant virus.
Once you use this feature, you can't use it again until you finish a long rest.
College of Spirits
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Guiding Whispers
3rd-level College of Spirits feature
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.
Spirtual Focus
3rd-level College of Spirits feature
You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
When you cast a spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
Tales from Beyond
3rd-level College of Spirits feature
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
You can retain only one of these tales in mind at a time. When you reach certain levels in this class you can retain multiple tales, 2 at 5th level, 3 at 10th level and 4 at 15th level. If the tale requires a saving throw, the DC equals your spell save DC.
- 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.
- Tale of the Renowned Duelist. When you the target deals damage to a creature, The creature takes force damage equal to one 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 two rolls of your Bardic Inspiration die + your Charisma modifier.
- 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.
- 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 two rolls 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.
- 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.
- Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn.
- 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.
- 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 end one condition from the following list affecting the target: 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 be stunned until the end of its next turn.
Spirit Session
6th-level College of Spirits feature
Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. 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 your proficiency bonus or less and the spell must be of a level you can cast. 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 finish a long rest, and you know the chosen spell until you conduct this ritual again.
Quicker Tales
6th-level College of Spirits feature
With you tales from beyond trait, you can now give a tale as a bonus action on each of your turns. If you prepare a tale with your bonus action, you can also give that tale with the same bonus action.
Mystical Connection
14th-level College of Spirits feature
You now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Additionally, once per short rest, when you run out of bardic inspiration dice, you can automatically share one last tale.
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
3rd-level College of Swords feature
You gain proficiency with medium armour, shields and with one melee martial weapon of your choice.
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
3rd-level College of Swords feature
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again. At the end of a long rest, you can change your fighting style to another choice of this list.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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
3rd-level College of Swords feature
You learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn. If a weapon attack that you make as part of this action hits a creature, you can use one of the Blade Flourish options that you know from the list bellow. You can use only one Blade Flourish option per turn. At 3rd level you learn 3 Blade Flourish options and then another at levels 6, 10, 14, and 18.
- Assailing Flourish. You can expend one use of your Bardic Inspiration to rapidly strike a target again. You can make a second attack with your weapon against the same or a different target. The second attack gain a bonus to hit equal to the number you rolled on the Bardic Inspiration die.
- 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.
- Exposing Flourish. You can expend one use of your Bardic Inspiration to open your target to a critical blow. Until the beginning of your next turn, attacks against that creature have an increased chance to critically hit, increasing the range by an amount equal to a roll of your bardic inspiration dice.
- Goading 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. The target must make a Wisdom saving throw against your Bard spell save DC, on a failed save they have disadvantage on attacking targets other than you until the end of your next turn.
- Intimidating 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. The target also needs to succeed on a Wisdom save against your Bard spell save DC or be frightened of you until the end of your next turn.
- Intrusive 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 (rounded to the nearest multiple of 5). You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
- 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 immediately move anywhere within 15ft of the struck target without provoking opportunity attacks.
- Pinning 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. The target must immediately succeed on a Dexterity save against your Bard spell save DC or have their speed reduced to zero 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. Additionally you can choose another creature of your choice that you can see within 5 feet of you, that creature also takes the damage as if by the weapon and the extra damage. The damage equals the number you roll on the Bardic Inspiration die.
- Unbalancing 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. The target also needs to immediately succeed on a Strength saving throw against your Bard spell save DC or be knocked prone.
- Violent Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The extra damage equals three rolls of your Bardic Inspiration die.
Extra Attack
6th-level College of Swords feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Moreover, you can cast a cantrip in place of one of those attacks.
Inspiring Flourishes
6th-level College of Swords feature
When you expend a use of Bardic Inspiration on a Flourish, you may choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.
Master’s Flourish
14th-level College of Swords feature
Whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die
Additionally, you use your Blade Flourish feature multiple times per turn, though each option can only be used once per turn.
College of Symphonies
While most creatures are horrified by the sight of a battlefield, and tend to avoid war as much as possible, there are some artists and composers enthralled by the dynamic rhythms of combat. Bards of the College of Symphonies see the battleground as a great orchestra, following the hidden tempo between strikes and conducting their foes and allies as instruments for their compositions.
Conductor of Combat
3rd-level College of Symphonies feature
You are an expert at keeping up with the rhythm of combat, synchronizing your actions accordingly. Whenever you roll initiative you can roll twice and keep both results. On each round of combat you can choose which roll to use to determine your initiative.
In addition, you can cast spells through movement alone. When you cast a bard spell that requires a somatic component, you can cast it without providing verbal or material components (unless the component has a specified cost or is consumed by the spell).
Symphony of Conflict
3rd-level College of Symphonies feature
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 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.
- 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.
Adagio
6th-level College of Symphonies feature
In combat, you can direct your enemies to decrease their tempo. As a bonus action, you can expend one use of your Bardic Inspiration to command a creature you can see and that can see you within 60 feet of you. The target must make a wisdom saving throw against your spell save DC or be under the effects of the slow spell for a number of rounds equal to your Charisma modifier (minimum of one). The creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.
Virtuoso of Captivation
14th-level College of Symphonies feature
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.
College of Valour
Bards of the College of Valour 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 first-hand 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
3rd-level College of Valour feature
You gain proficiency with medium armour, shields, and martial weapons.
Combat Inspiration
3rd-level College of Valour feature
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 until the start of its next turn, after knowing whether it hits or misses.
Ward of Valour
3rd-level College of Valour feature
At the start of each of your turns you gain 5 temporary hit points. These hit points increases when you reach certain levels in this class; to 10 temporary hit points at 6th level, and 15 temporary hit points at 14th level.
Extra Attack
6th-level College of Valour feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Moreover, you can cast a cantrip in place of one of those attacks.
Persistent Inspiration
6th-level College of Valour feature
When a creature expends a bardic inspiration dice that is a d6 or larger, you can use your reaction to choose one creature that is within 30 feet of you who can hear you. That creature gains a new Bardic Inspiration Dice. The die of the creatures Bardic Inspiration is one size lower than the one that was expended.
Battle Magic
14th-level College of Valour feature
You have mastered the art of weaving spellcasting and weapon and the use of it in battle. While you have temporary hit points from your Ward of Valour feature, you gain the following benefits:
- You gain resistance to Bludgeoning, Piercing and Slashing damage.
- When you roll a Constitution saving throw to maintain concertation on a spell, you can treat any roll of 9 or lower as a 10.
- When you hit a creature with a weapon attack, that creature has disadvantage on saving throws against your spells until the start of your next turn.
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 other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
Blank Slate
3rd-level College of Whispers feature
You gain proficiency with the disguise kit and the Charisma (Deception) skill. Your proficiency bonus is doubled for any ability check you make that uses either proficiency.
In addition, when you are subject to an effect that prevents you from lying but allows you to make a saving throw such as zone of truth, when you succeed the saving throw, the creature regards you as having failed the save and if you fail the saving throw, you can choose to succeed but the creature knows you succeeded the saving throw.
Psychic Blades
3rd-level College of Whispers feature
You gain the ability to make your attacks magically toxic to a creature’s mind.
When you hit a creature with an attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per turn. When you deal this damage, you may take the hide action as a free action before the end of your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 4d6 at 5th level, 6d6 at 10th level, and 8d6 at 15th level.
Words of Terror
3rd-level College of Whispers feature
You learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 8 hours, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While the target is frightened in this way, the creature that it is frightened of has advantage on charisma checks with the target.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Mantle of Whispers
6th-level College of Whispers feature
You gain the ability to adopt a humanoid’s persona. When a humanoid dies within 120 feet of you, you can magically capture its shadow. You can have a number of shadows equal to your proficiency bonus. If you try to capture a shadow while you are at your limit, you can release a shadow of your choice and capture the new one.
You can use one of your shadows as an action. When you do so it 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, at which point the shadow returns to you for use at a later time. At any point, while you are disguised, you can expend a spell slot of 1st level or higher to extend the duration by 1 hour per spell slot level expended.
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.
The disguise is not illusory, and holds out to physical inspection, although creatures with truesight can see through the disguise. You also can mimic the voice of the disguise, and you temporarily gain the skill proficiencies and languages of your disguise while you remain so.
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 use this feature to assume someone's form, you cannot do so again until you finish a long rest.
Shadow Lore
14th-level College of Whispers feature
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. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If you use this ability on a creature while it charmed from this feature, it automatically fails the saving throw.
On a failed saving throw, the target is charmed by you for the next 24 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 favours 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 the Wilds
Some Bards are so inspired by the majesty of nature they can draw musical magic from nature itself. Often more at home in nature than on the stage, Bards who join the College of the Wilds feel a special kinship with wild plants and animals of all kinds. They can use their enchanting music to soothe even the most savage beasts, turning them from enemy to ally.
Friend of Nature
3rd-level College of the Wilds feature
You have gained the skills to charm and subdue wild plants and animals of all kinds. You gain proficiency in both Animal Handling and Performance and whenever you would make a Wisdom (Animal Handling) check you can choose to make a Charisma (Animal Handling) check instead.
Also, whenever you cast an enchantment spell from the Bard spell list that can target a humanoid, you can choose to target beasts and plants with that spell as well.
Primal Inspiration
3rd-level College of the Wilds feature
Your bardic magic can bestow primal on others. As a bonus action, you can expend a use of Bardic Inspiration and grant one of the effects below to one creature of your choice within 60 feet that can hear you. The abilities last for 1 hour, but they end early if the creature uses a bonus action to end it,
if you grant it another ability, or it is incapacitated:
Flight of the Squirrel
The creature sprouts lightweight flaps or fins. When it falls,
it subtracts 60 feet from its fall when calculating fall damage, and it can move horizontally 2 feet for every 1 foot it falls.
Grip of the Monkey
The creature gains the ability to grip almost any surface. It gains a 30-foot climbing speed and it has advantage on any Strength (Athletics) checks it makes to grapple creatures.
Resilience of the Forest
The creature's skin becomes rough and bark-like. It gains the benefits of the barkskin spell for the duration.
Speed of the Deer
The creature's legs grow limber and its pace quickens. Its movement speed increases by 15 feet.
Swiftness of the Dolphin
The creature grows webbing between its digits. It gains a 30-foot swimming speed and it can hold its breath for 1 hour.
Wild Companion
6th-level College of the Wilds feature
At the end of a long rest, you can call a creature of the wild to your side. One beast or plant of your choice native to the area appears. It is friendly to you and obeys you completely. In combat, it shares your turn in initiative order. It can move and use its reaction on its own, but it can only take the dodge action unless you use your bonus action to command it to take an action from its stat block or another action.
Your Bard level determines the maximum CR of the beast or plant you can summon, as shown in the table below:
Bard Level | Max. CR | Example Companions
- 6th | 1 | Brown Bear, Vine Blight
- 14th | 2 | Awakened Tree, Giant Elk
- 17th | 4 | Elephant, Giant Scorpion
If your companion has died within the past hour, you can touch it and expend a spell slot of 1st-level or higher and it returns to life with all of its hit points restored. You can only control one Companion at a time with this feature. Calling a second Companion causes the first to flee into the wild.
Soothe the Savage Beast
14th-level College of the Wilds feature
Your mastery of music allows you to soothe any creature, no matter how savage it is. You can target aberrations, dragons, giants, monstrosities with enchantment spells that normally can only target humanoids.
You also learn dominate beast, but it doesn't count against your total number of Spells Known.
Level | Proficency Bonus | Features | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Jack of All Trades, Song of Rest (d6), Magical Inspiration | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Bard College, Bardic Lore, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement, Bardic Versatility | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Bardic Inspiration (d8), Inspiring Example | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | Bardic Lore | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement, Bardic Versatility | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | Bardic Lore | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement, Bardic Versatility | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | Bardic Inspiration (d12), Bardic Lore | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement, Bardic Versatility | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets, Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Bardic Lore, Bardic Versatility | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Words of Creation | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |