Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
hit dice:
d8
hit points at 1st level:
8+con
hit points at higher levels:
1d8+con
armor proficiencies:
Light Armor
weapon proficiencies:
Simple weapons, hand crossbows, longswords, rapiers, shortswords, Simple firearms, martial firearms that do not have the Explosive, Heavy, or Overheat properties
tools:
Three musical instruments of your choice
saving throws:
Dexterity, Charisma
skills:
Choose any three
starting equipment:
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 spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
class features:
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical Inspiration
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any class at 14th level and again at 18th level.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
subclass options:
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."
Note of Potential
When you join the College of Creation at 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
Performance of Creation
Also at 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Animating Performance
By 6th level, as an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB), The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate
Creative Crescendo
At 14th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.
You are no longer limited by gp value when creating items with Performance of Creation.
College of Eloquence
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.
Silver Tongue
Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Unfailing Inspiration
At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech
Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
Infectious Inspiration
At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest
College of Glamour
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Mantle of Majesty
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
Unbreakable Majesty
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
College of Lore
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
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
At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.
Spiritual Focus
At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.
Tales from Beyond
At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.
If the tale requires a saving throw, the DC equals your spell save DC.
Bardic Insp. Die |
Tale Told Through You |
1 |
Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die. |
2 |
Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. |
3 |
Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier |
4 |
Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. |
5 |
Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. |
6 |
Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC |
7 |
Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. |
8 |
Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn. |
9 |
Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. |
10 |
Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. |
11 |
Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. |
12 |
Tale of the Mind-Bender You envoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. |
Spirit Session
At 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.
The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of Divination or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.
Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.
Mystical Connection
At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
College of Swords
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade Flourish
At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master's Flourish
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die
College of Valor
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
College of Whispers
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Shadow Lore
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a long rest.
College of the Dirge Singer
Bards of the College of the Dirge Singer are trained to inspire their people and direct soldiers on the battlefield. Students of both history and war, dirge singers use tales of past glory and their knowledge of great victories to inspire their allies and provide keen strategic insight, directing allies to strike when enemies are weak.
Broad Inspiration
When you join the College of Dirge Singers at 3rd level, you learn to strengthen the hearts of your troops and stir them to greatness. You learn the Guidance cantrip, which is considered a bard spell for you, but doesn’t count against your number of cantrips known.
Additionally, as a bonus action, you can expend one use of your Bardic Inspiration to inspire multiple allies. When you do so, choose two creatures within 60 feet of you that can hear you. Each creature gains one Bardic Inspiration die.
Your Bardic Inspiration die does not change at 5th level, but remains a d6; it becomes a d8 at 10th level, and a d10 at 15th level.
Keeper of History
Also at 3rd level, you gain proficiency in either History or Performance. If you are already proficient in both of these skills, you gain proficiency in one of the following skills of your choice: Arcana, Intimidation, or Persuasion.
In addition, choose either History or Performance. Your proficiency bonus is doubled for any ability check you make that uses that skill.
Commanding Voice
Starting at 6th level, you excel at inspiring and directing soldiers in battle. When a creature that has a Bardic Inspiration die from you takes the Attack action on its turn, you can use your reaction to allow it an additional weapon attack. The creature rolls the Bardic Inspiration die, adding the number rolled to its weapon damage roll.
Master Commander
Starting at 14th level, you unflaggingly maintain the spirits and discipline of your unit. During your turn, you can use Countercharm as a bonus action. When you start a Countercharm performance, if any creature that gains its benefit is currently charmed or frightened, it can immediately make another saving throw against the effect that imposed the condition.
In addition, when a creature that gains the benefit of your Countercharm performance makes an ability check or saving throw, it can roll a d4 and add the number rolled to the ability check or saving throw.
College of the Maestro
Music is a powerful thing. It can bolster a burning passion, inspire the meek to bravery, and sooth a cluttered mind. Wandering bards have mastered the art of creating music to shape and manipulate the thoughts and hearts of the world through song, words, and instrument. However, it is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic.
With but a raised hand or wand, a Maestro listens for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bolt of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like a phantom orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.
Battle Muse
When you join the College of the Maestro at 3rd level, you gain one additional use of your Bardic Inspiration feature.
This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.
Symphony of Conflict
You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.
When you select this bardic school at 3rd level, you learn 2 conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.
You learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Frenetic Crescendo
At 6th level, you can harness the beat of battle, whipping it into a frenzy of drums, chants, and glory. You can use your action to expend any number of uses of your Bardic Inspiration feature. For each expended use, you can immediately grant a Bardic Inspiration die to a creature other than yourself within 60 feet that you can see. A creature can have only one Bardic Inspiration die at a time.
Once you use this feature, you must finish a long rest before you can use it again.
Virtuoso of Captivation
Upon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical sleep.
In addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.
In combat, you must spend your action each turn to continue the performance or the effect ends. Once you use Virtuoso of Captivation, you must finish a short or long rest before you can use it again.
Conducting Techniques
Aria of Suspense (Ansia). You build an air of tension and paranoia with subtle, droning tones. As an action, you expend and roll a Bardic Inspiration die. For the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your Bardic Inspiration die roll.
Crash (Marcato). You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.
Dirge of Dread (Finale). You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 hitpoints, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 15 feet of the triggering ally equal to half of the number rolled (minimum 1). Each target must make a Wisdom saving throw against your Spell save DC or become frightened of the triggering ally until the end of that ally's next turn. After the effect ends, or the save is successful, targeted creatures are immune to Dirge of Dread for the next 24 hours.
Dissonance (Discordia). Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to expend and roll a Bardic Inspiration die. You reduce their saving throw by half of the number rolled. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.
Guiding Tone (Fermata). You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw against your Spell save DC or take psychic damage equal to half of the number rolled and be pushed 10 feet in a direction you choose. A target can fail the saving throw voluntarily.
Hasten Tempo (Accelerando). Your manipulation of tempo and song can inspire others to act more quickly. You can use your Bonus action on your turn to choose one creature other than yourself within 60 feet. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up to the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you finish this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest.
Hymm of Harmony (Armonia). The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to the number rolled.
Majestic Anthem (Maestoso). Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hitpoints last until the end of your next turn.
Resonance (Risonanza). You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to half of the number rolled (minimum of 1).
Sprint (Presto). The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.
College of Shanties
The College of Shanties is an “informal” college, a loose
community of tradesmen that work in environments with harsh,
repetitive labor. Far from studying theory or undertaking long
apprenticeships, a shantyman learns practical skills on the job.
It’s a common turn of phrase that “a good shantyman is worth
four extra hands on the rope.” The bards of this college support
their allies by working alongside them and leading by example.
They know the perfect tune for every situation, from drinking and
carousing (skills they generally excel at) to working and fighting.
Three Sheets to the Wind
When you join the College of Shanties at 3rd level, you gain
proficiency with brewer’s supplies and you can choose to use a
mug or tankard as a spellcasting focus for your bard spells in
place of a musical instrument.
Your quick wit has been known to get you both in and out of
trouble. You learn the vicious mockery cantrip, which doesn’t
count against the number of bard cantrips you know. If you
already know this cantrip, then you learn a different bard cantrip
of your choice.
Blow the Man Down
At 3rd level, you gain the ability to coordinate your allies with
raucous songs. As a bonus action, you can expend one use of your
Bardic Inspiration to start performing a sea shanty, choosing from
one of the following options.
The performance lasts for up to 1 minute
or until your concentration ends (as if you were
concentrating on a spell), and can be used on any
creature that can hear you within 15 feet of you. It ends
early if you are incapacitated, become unable to speak, start a new
performance, or end it voluntarily (no action required).
Haul Away, Joe. When a creature within range provokes an
opportunity attack, you can use your reaction to impose
disadvantage on the attack roll.
Blood Red Roses. When a creature within range makes a
melee attack roll and misses, you can use a reaction to allow it
to reroll the attack roll against a different target within range.
Fiddler’s Green. When a creature within range makes an
ability check, you can use your reaction to give that creature
advantage on the check.
Strike the Bell. When a creature within range makes a Consti-
tution saving throw to maintain concentration on a spell, you can
use your reaction to impose disadvantage on the saving throw.
Drunken Sailor. When a hostile creature within range misses
you or an ally with an attack, you can use your reaction to cast
vicious mockery, targeting that creature.
The range of your performance improves when you reach
certain levels in this class, increasing to 20 feet at 5th level, 25
feet at 10th level, and 30 feet at 15th level.
Know the Ropes
At 6th level, you’ve learned to keep perfect tempo while you
focus on the task at hand. You no longer need to concentrate on
your shanty performances.
In addition, you gain the ability to weave your shanties with the
disruptive power of your Countercharm ability. While you are
performing, any ally in range is affected by your Countercharm.
Sea Medley
At 14th level, your mastery of the form allows you to seamlessly
flow from one song to another. When you start your performance
you can choose two options instead of one.
Additionally, while you are performing, each creature of your
choice within range gain a bonus to Performance checks equal to
your Charisma modifier (minimum of +1).
College of Superstars
The College of Superstars is home to the most ambitious
performers, artists, singers, and dancers. Bards of this college
seek to dazzle audiences with their brilliance and talent,
competing endlessly with one another to become the world's
brightest star.
Steal the Show
When you join the College of Superstars at 3rd level, you learn
use your performance to cover for your allies. When a
creature you can see within 30 feet of you makes an attack roll
or ability check, you can use your reaction to steal the show.
Make a Charisma (Performance) check and replace the
original attack roll or ability check with the result, even if it is
lower.
Once you use this feature, you must finish a long rest before
you can use it again.
Live Show
Starting at 3rd level, you hone your ability to shine as a
performer.
If you perform for at least 10 minutes, you can attempt to
inspire awe in your audience by singing, acting, dancing, or
speaking. At the end of your performance, choose a number of
creatures equal to your Charisma modifier (minimum of one).
Each creature gains a d4 Bardic Inspiration die. This die lasts
for a number of hours equal to your Charisma modifier
(minimum of one), instead of 10 minutes. Using this feature
does not expend any uses of your Bardic Inspiration.
Once you use this feature, you must finish a long rest before
you can use it again.
Star Power
At 6th level, you learn to use your renown as a performer to
your advantage. When you make an ability check using
Charisma, you can expend a use of your Bardic Inspiration as
a reaction and add the die to the check.
Idol's Aura
At 14th level, your mere presence is enough to sweep most off
their feet. As an action, you can expend one use of your Bardic
Inspiration to exude an aura around you.
For 1 minute, whenever you or a friendly creature within 10
feet of you must make an attack roll, ability check, or saving
throw, the creature gains a bonus to the roll equal to your
Charisma modifier (with a minimum bonus of +1). You must
be conscious to grant this bonus.
College of Benevolence
Bards of the College of Benevolence honed their craft in the
upper planes, or at least through the tutelage of a creature native
to the upper planes. These bards often learn their magic from
celestial creatures, such as lesser angels, couatls, ki-rin, and
unicorns. Others might be tutored by humanoids that have visited
or taken residence in the upper planes, and gained enough
knowledge of the celestial workings of the world to pass on that
knowledge to others.
Regardless of their tutor, these bards learn to be master
physicians and therapists, adept at healing both magically and
nonmagically, and capable of putting others at ease with just a
few choice words or a calming melody. While bards of this
college aren’t usually true pacifists, they typically seek out
non-violent solutions whenever they can. They often attempt to
persuade or reason with their foes, and can also use a variety of
powerful magics to end conflicts before they start.
Bards of this college often travel through the lands and planes
of the world, acting as both traveling doctors and traveling
musicians. They heal the sick and injured, resolve conflicts, and
bring joy and merriment to all settlements they pass through.
Bonus Proficiency
When you join the College of Benevolence at 3rd level, you gain
proficiency with the Medicine skill. Also, you can attempt to
stabilize a creature as a bonus action, rather than needing to use
your action.
Merciful Inspiration
At 3rd level, the magic laced into your voice can bring your
comrades back from the brink of death.
When a creature within 60 feet of you is reduced to 0 hit points
but not killed outright, you can use your reaction to expend one
use of Bardic Inspiration, rolling the Bardic Inspiration die and
causing the creature’s hit point value to equal the number rolled,
rather than 0.
Once you use this feature on a creature, that creature can’t
benefit from this feature again until it finishes a short or long rest.
Celestial Protection
At 6th level, you learn the sanctuary spell. This spell counts as a
bard spell for you, but doesn’t count against the number of bard
spells you know.
Also, the celestial magic within you alerts you to danger, and
protects your allies from harm. You can’t be surprised, have
advantage on initiative rolls, and any creature of your choice
within 30 feet of you that is surprised gains the effect of the
sanctuary spell. This effect ends at the start of the creature’s next
turn after it recovers from surprise.
Calming Presence
Starting at 14th level, your magical presence can cause hostilities
to cease before they even begin.
When you roll initiative, you can use your reaction to
immediately cast calm emotions, without expending a spell slot.
When you cast calm emotions in this way, you can choose to
target any number of creatures that you can see within 120 feet of
you, rather than just targeting a 20-foot sphere, and the creatures
you target don’t need to be humanoid. Additionally, creatures
make their save against this spell with disadvantage.
Once you use this feature, you can’t use it again until you
finish a long rest.
College of the Shadowfell
Bards of the College of the Shadowfell specialize in the study of
that realm, gleaming great knowledge of shadow magic in the
process. These bards are few in number and their study is far
harder than most, for knowledge of the Shadowfell is hard to
come by. These bards occasionally gather in great libraries to
share their knowledge, but most of their time is spent out in the
world, looking for any glimpses of knowledge that might lead
them to their goal.
These bards generally do not perform music, and are instead
more inclined to creating stories and manufacturing histories,
with most of these stories ending as dark as the realm they study.
Bonus Proficiencies
When you join the College of the Shadowfell at 3rd level, you
gain proficiency with medium armor, martial weapons, and the
Stealth skill.
Shadow Stride
Also at 3rd level, you can lace your words with shadow magic to
grant an ally unnatural speed. When a creature that has a bardic
inspiration die from you begins to move, it can choose to roll that
die and add 5 times the number rolled to its speed until the end of
its turn. For the same duration, every 2 feet of its movement in
dim light or darkness only costs 1 foot of speed.
Shroud of Darkness
Starting at 6th level, whenever a creature rolls a bardic inspiration
die from you, both you and that creature become imbued with
shadow magic. Shadows envelop the two of you until the start of
the roller’s next turn, causing the first attack made against each of
you during the duration to be made at disadvantage.
Umbral Body
Beginning at 14th level, you gain the ability to transform into
pure shadow. You can cast umbral form at will, without
expending a spell slot or material components. When you cast the
spell using this feature, you may only target yourself.
College of Harmony
Bards of the College of Harmony are masters of teamwork
and bringing out the best in people. Often natural leaders,
bards of this college sometimes favor coordinating the
efforts of the party from a ranged position, while some
choose to be on the front lines to inspire and encourage
their allies.
Not only do their abilities allow them to increase the
effectiveness of their comrades, but these bards can bind
the group together in magical harmony, allowing each of
them to bestow protection on one another and to share in
the beneficial effects the bard can produce.
Harmonic Bond
3rd-level College of Harmony feature
You learn to link your allies with magical synergy to inspire
themselves and each other to keep in the fight. When
a creature that has a Bardic Inspiration die from you
takes damage, it can roll the die and reduce the damage
taken by an amount equal to that number plus your
Charisma modifier.
Alternatively, a creature with a Bardic Inspiration die
from you can use its reaction to grant this benefit to another
creature within 30 feet of it, when that other creature
takes damage.
Guided Initiative
3rd-level College of Harmony feature
You learn the guidance cantrip, which counts as a bard
cantrip for you but doesn’t count against your number of
bard cantrips known. For you, it has a range of 30 feet.
Additionally, whenever you roll initiative, you can use your
reaction to grant one creature other than yourself within 30
feet of you a 1d4 bonus to its initiative result.
Shared Spell
6th-level College of Harmony feature
When you cast a spell that can only target one creature,
and that does not have a range of self, you can instead
target two creatures if one of them has a Bardic Inspiration
die from you.
Harmonic Link
14th-level College of Harmony feature
You can link your allies in perfect harmony, working
effortlessly as a team to bolster each other’s defenses.
When a creature that has a Bardic Inspiration die from you
is hit by an attack, it can spend its die to magically reach
out to nearby allies. Each creature within 30 feet can use
its reaction to grant the target a +2 bonus to the targeted
creature’s AC.
This effect is cumulative. For example, if two creatures
use their reactions to grant this benefit, the creature gains a
+4 bonus to its AC against the triggering attack.
College of Pantomime
The College of Pantomime is the home of bards who found
that the world is a cacophonous place with too much
noise and distractions to truly appreciate the Words of
Creation or the magic which stemmed from it. They have
therefore opted not to add their voices to the multitudes,
instead choosing to remain silent, focusing instead on their
movements and intentions to weave their magic as they
trace the echoes of the Words of Creations which vibrate
throughout the planes.
Bards of this college are often considered odd and off-
putting. There’s something about a performer who won’t
speak that seems to give onlookers a feeling that something
just isn’t right. This can be explained by the fact that these
silent performers are in fact altering the weave around
them through their intricate and specific movements.
Members of this college are usually more level-headed than
their counterparts from other colleges, or at least seem so
since they cannot voice any ridiculous plans they have out
loud. Though those who spend enough time around them to
gain an insight into their gesticulations may disagree with
the previous assertion.
Silence is Golden
3rd-level College of Pantomime feature
When you join the College of Pantomime at 3rd level you
gain a better understanding of how to manipulate the weave
of magic around you with your performance.
When casting a spell you can replace any verbal
components with somatic components. If a spell requires
both verbal and somatic components, you can ignore
the verbal components. By mastering the use of your
gesticulations you have negated the need to vocalize
your intentions.
Invisible Blades
3rd-level College of Pantomime feature
As a bonus action, you can expend one of your uses of
Bardic Inspiration to pantomime an invisible blade in your
hand. This blade deals 1d6 slashing damage and uses your
Charisma modifier, instead of Strength or Dexterity, for
the attack and damage rolls. It has the Light property. The
blade ceases to exist after 1 hour, if you are incapacitated,
or if you let go of it. You can also dismiss it at will.
The damage for this attack increases when you reach 5th
level (1d8), 10th level (1d10), and 15th level (1d12).
Convincing Performance
6th-level College of Pantomime feature
As an action, you can mime the form of any inanimate
object with which you are familiar, creating an invisible
version of it in your hands. An object created in this way can
be no larger than 3 feet on a side and weigh no more than
10 pounds. It ceases to exist after 1 hour, when you dismiss
it as an action, when you use this feature again, or if it takes
or deals any damage.
You cannot use this feature to create items that ordinarily
require a high degree of craftsmanship, such as weapons or
armor, unless you have proficiency with the type of artisan’s
tools used to craft such objects.
Trapped in a Box
14th-level College of Pantomime feature
At 14th level, by perfecting the art of mime and listening
for the Words of Creation, you have developed a mastery of
imposing your vision and will on the weave around you.
As an action you may summon up to 6 invisible panels
in any orientation and position in any unoccupied spaces
within 60 feet of you, each panel must share at least one
side with one other panel. The panels exist for up to 1
minute, until you dismiss them as an action or until they
are destroyed. The panels are 5 foot squares that are 1 inch
thick. A creature can determine the location and orientation
of these panels by interacting with them or by succeeding
on a Wisdom (Perception) check against your spell save DC.
If a creature would be surrounded on all sides by the
panels (or the panels and another solid surface), that
creature can make a Dexterity saving throw. On a success,
it can use its reaction to move up to its speed so that it is no
longer enclosed by the panels.
The panels are magical objects, each one has AC 15 and
30 hit points, and is immune to poison and psychic damage.
A dispel magic or disintegrate spell will immediately
destroy a single panel.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and expended uses
are replenished when you finish a long rest.
College of Fey
Bards that hail from the Feywild are of truly sublime skill.
The fey create unmatched songs and sonnets, some of
which can magically charm the minds of men through
lyrics alone. Perhaps driven to capture some of this skill,
some mortal bards befriend the fey and, with practice and
dedication, learn to adopt their art and magic. These bards
join the College of Fey and begin to approach the unearthly
grace of feykind.
Fey Medley
You can bind yourself to a single musical instrument in a 1-
hour ritual. This instrument takes on an otherworldly
appearance and, if you are on the same plane of existence
as it, you can summon it as a bonus action on your turn,
causing it to teleport to your hand.
Additionally, you learn a number of spells native to fey.
These spells count as bard spells for you but don’t count
against the number of bard spells you know.
Bard Level |
Spells |
3 |
entangle, goodberry |
5 |
barkskin, misty step |
9 |
conjure animals, wind wall |
13 |
conjure woodland beings, dominate
beast |
Duplicitous Tune
At 3rd level, you can spin tunes which confound your
enemies, fooling their senses and lower their defenses. As a
bonus action, you can target a creature you can see within
60 feet of you and expend a Bardic Inspiration die. This
creature must succeed a Charisma saving throw against
your spell save DC or subtract the number rolled from its
AC, to a minimum of 10, for 1 minute.
The creature automatically succeeds this saving throw if
it can't hear you or if it is immune to being charmed. At the
beginning of each of its turns, it can repeat this saving
throw to end this effect early.
Ritual Notes
Starting at 6th level, you have a spellbook written in
musical notes only you can read (other creatures require a
comprehend languages spell, or similar effect to read this
book.) This spellbook contains every 1st-level ritual spell
from the druid spell list, which you can cast from the book
as a ritual as if they were bard spells known to you.
If you observe a ritual spell being cast that is of a level
for which you have spell slots, you can expend a Bardic
Inspiration die to magically add that ritual to your
spellbook. If the spellbook is stolen, misplaced, or
destroyed, a new one magically appears on your person 24
hours after you were separated from it.
Out of Thin Air
At 14th level, you can choose one of the following tricks.
This selection can be changed when you take a short or
long rest.
In Hand. You can produce most material components
for spells out of thin air, ignoring all material components
under 100 gp which are not consumed by the casting.
Additionally, you can magically produce up to 10 gold
pieces each day. If not spent, this currency vanishes at
dawn.
Flitter. You can expend a Bardic Inspiration die to
teleport 15 feet to a space that you can see, expending
movement normally for this teleport.
Call for Help. You can expend a Bardic Inspiration die
to cast a modified version of the spell conjure fey. You can
cast this spell as an action, rather than a minute, and its
duration is the number of rounds rolled on the Bardic
Inspiration die.
College of Adventures
Bards from the College of Adventurers learn from
heroes of old and stories of legend. Bards are jacks
of all trades, and for the College of Adventurers this
statement rings ever true. They combine all the useful
skills of their companions into one, allowing them to
be versatile and supportive. While not having a direct
goal, many adventurer-studying bards live to tell tales of
other heroes or seek to create their own. Stories of heroic
deeds, tales of cunning, magical anomalies, or godly
might fuel the life-blood of these bards.
Talented Adventurer
Starting when you choose this bardic college at 3rd level,
gain an adventurer’s talent of your choice. Your adven-
turer’s talent options are detailed at the end of this bardic
college description. You gain an additional adventurer’s
talent of your choice at 6th level and again at 14th level.
Party Planner
Also at 3rd level, while a creature has one of your Bardic
Inspiration dice, it can use a bonus action on each of its
turns to take the Help action.
Well-Rounded
At 6th level, choose one skill, tool, and language.
You gain proficiency in the chosen skill and with the
chosen tool, and you can speak, read, and write the
chosen language.
Improvisational Talent
Starting at 14th level, when you finish a long rest, you
can choose one adventurer’s talent you know and
replace it with one you don’t.
Adventurer’s Talents
The following adventurer’s talents are listed in
alphabetical order.
Barbarian. You’ve learned to fight with primal
ferocity. On your turn, you can enter a rampage as a
bonus action. While rampaging and not wearing heavy
armor, you have resistance to bludgeoning, piercing,
and slashing damage. You can’t concentrate on spells
while rampaging. Your rampage lasts for 1 minute but
ends early if you are knocked unconscious. Once you
have rampaged, you can’t do so again until you finish a
long rest.
Cleric. You’ve gained the ability to channel divine
energy directly from the gods, emboldening your allies
and sanctifying their attacks. As a bonus action, you
choose a creature within 30 feet. The chosen creature
gains temporary hit points equal to your Charisma
modifier + half your level in this class for 10 minutes.
While a creature has temporary hit points granted by
this spell, they can choose to lose these temporary hit
points when they hit a creature with an attack, dealing
additional radiant damage equal to the temporary hit
points they lost. Once you use this talent, you must finish
a short or long rest before you can use it again.
Druid. You can cast the polymorph spell without
expending a spell slot. If you cast the polymorph spell
with this trait, you can only transform yourself into a
beast with a CR less than half your level in this class.
Once you cast the spell with this trait, you must finish a
long rest before you can do so again.
Fighter. You gain proficiency with martial weapons
and shields. You also choose and learn one of the
Fighting Styles available to the Fighter class.
Monk. While you are wearing no armor and not
wielding a shield, your AC equals 10 + your Dexterity
modifier + your Charisma modifier. In addition, you
can use Dexterity instead of Strength for the attack and
damage rolls of your unarmed strikes and you can roll
a d6 in place of the normal damage of your unarmed
strike. When you use the Attack action and only make
attacks with unarmed strikes on your turn, you can make
one unarmed strike as a bonus action.
Paladin. When you hit a creature with a melee weapon
attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon’s damage.
The extra damage is 1d6 for a 1st-level spell slot, plus 1d6
for each spell level higher than 1st, to a maximum of 5d6.
The damage increases by 1d6 if the target is an undead or
a fiend, to a maximum of 6d6. You can do this a number of
times equal to your proficiency bonus, and you regain all
uses of this feature at the end of a long rest.
Ranger. You’ve learned the hunter’s mark spell,
which counts as a bard spell for you but does not
count against your bard spells known. You can cast
this spell without expending a spell slot as if you had
expended your highest spell slot. Once you cast the
spell using this talent, you can’t do so again until you
finish a long rest.
Rogue. You’ve adopted the quick thinking of clever
heroes that outsmart their foes. You can take a bonus
action on each of your turns in combat to take the Dash,
Disengage, or Hide action.
Sorcerer. You have 2 sorcery points and learn one
of the following Metamagic options available to the
sorcerer class: Careful Spell, Distant Spell, Empowered
Spell, Extended Spell, Quickened Spell, or Subtle Spell.
In addition, you can use an action and expend a spell
slot to gain sorcery points equal to the level of the spell
slot expended. When you finish a long rest, you reset
to 2 sorcery points. When you gain a level in this class,
you can replace the Metamagic option you know and
replace it with another Metamagic option from the list.
Warlock. You learn one eldritch invocation of
your choice. If an eldritch invocation has a level
requirement, you use half your level in this class to
determine your eligibility. When you gain a level in
this class, you can choose one of the invocations you
know and replace it with another invocation that you
could learn at that level.
Wizard. You learn any two spells from the wizard
spell list that are of a level you can cast. These count
as bard spells for you but do not count against your
number of bard spells known. When you gain a level in
this class, you can choose one of the wizard spells you
know and replace it with another spell from the wizard
spell list of a level you can cast.
College of Requiems
Performing a macabre melody filled with grief-stricken
chords with a mournful refrain, the funerary songs of the
College of Requiems stir the very bones of the dead. The
Requiem bard weaves necromantic magic into their reper-
toire to control and empower a host of undead minions.
Chilling Melody
At 3rd level, you learn two necromancy cantrips of your
choice from any class spell list. These count as bard
spells for you, but don’t count against the number of
cantrips you know.
Pluck the Heartstrings
Beginning at 3rd level, you gain the ability to use your
Bardic Inspiration to pluck at the tethers of life within a
creature. A creature with one of your Bardic Inspiration
dice can expend it when dealing damage with a weapon
attack, dealing additional necrotic damage equal to the
die result.
Additionally, when a living creature that has your
Bardic Inspiration die is reduced to 0 hit points, it can
expend that die as a reaction to be reduced to 1 hit
point instead.
Stir the Bones
At 6th level, you learn the animate dead spell. It counts
as a bard spell for you, and it doesn’t count against the
number of Bard spells you know.
When you give a creature one of your Bardic
Inspiration dice, choose a number of undead creatures
equal to your proficiency bonus under your control
and within 60 feet of you. Chosen creatures each gain
a Dirge die, which they lose if they do not spend
within the next 10 minutes. Dirge dice can be spent
the same way and under the same circumstances your
Bardic Inspiration dice are. You can also issue mental
commands to undead creatures under your control as
part of the same bonus action.
When an undead creature you control expends a
Bardic Inspiration die on an attack roll that hits, it can
also apply the result to the damage roll.
Dance of the Dead
Starting at 14th level, when you cast a necromancy spell
that targets only one creature, you can have it target a
second creature within range. This does not consume
additional components.
Once you use this feature, you must finish a short or
long rest before you can use it again.
College of the Dread Pirate
Less a college and more a way of life, dread pirates learn to
use their command of language and forceful personalities to
make some coin―chiefly by taking it from others. Bardic
pirates know that piracy is as much a performance as
anything else: you must play an intimidating role for those
who you rob of valuables, an inspirational role for your
crew, and an elusive role for the authorities. Play these
roles right, and your name will be on the lips of folks at
every seaport and dock; fame, in this case, follows fortune.
Leadership
Starting when you choose this college at 3rd level, your
crew will follow you to the ends of the earth. While you are
in the captain’s role, you can spend a bardic inspiration die
to take two actions provided to you by that role, instead of
one, on your turn.
Rake
By 3rd level, you know how to exploit a foe’s weakness in
combat. Once per turn, you can deal an extra 1d6 damage
to one creature you hit with an attack if you have advantage
on the attack roll. The attack must use a finesse or a ranged
weapon.
You don't need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn't
Incapacitated, and you don't have disadvantage on the
attack roll.
You can also add this extra damage once per turn when
you make an attack using a ship weapon.
The amount of the extra damage increases as you gain
levels in this class. At 6th level, the damage becomes 2d6
and at 14th level, the damage becomes 3d6.
Captain’s Swagger
By 6th level, you seem almost invulnerable while at the
helm. You can reroll an attack roll, ability check with a
skill, or saving throw you make that you are proficient in.
You can choose to use this ability after you roll the die, but
must decide before the GM says whether the roll succeeds
or fails. Once you use this ability, you can’t so do again
until you finish a short or long rest.
Terror of the Seas
At 14th level, your infamy precedes you. Whenever you
use your Rake feature to deal additional damage to a
humanoid creature, you can cause the target to make a
Wisdom saving throw against your spell save DC. On a
failed save, that creature is frightened of you until the
beginning of your next turn. Once a creature succeeds on
this saving throw, it is immune to this effect for 24 hours.
Additionally, you can cast the spell fear without using a
spell slot or spell components, and can target an entire ship
with the spell, regardless of the ship’s size. Once your use
this ability, you can’t use it again until you finish a long
rest.
College of the Stormsinger
Many bards believe that the first song came from the sea:
the endless tides formed a rhythm, the howling winds
whistled a melody, and thunder boomed forth with
percussion. The crashing waves and beating rain joined in
the refrain, and thus the first song was born. The College of
the Stormsingers seeks to capture this primal song with
voice, echoing haunting melodies to the sea and watching it
react to the performance.
Sea Singer
When you join this college at 3rd level, you can breathe
water as well as air, and your voice can be heard clearly
underwater out to a distance of 90 feet.
Wrath of the Sea
At 3rd level, your allies fight with the fury of a storm. A
creature that has a Bardic Inspiration die from you can use
a bonus action and roll that die to gain the following
benefits for a number of rounds equal to the number rolled
on the die:
• The creature has advantage on Strength checks and
Strength saving throws.
• Whenever the creature hits with a melee weapon
attack, it can roll an additional 1d4 damage.
Siren’s Song
At 6th level, you can project the alluring pull of the ocean.
As an action on your turn, choose a creature within 30 feet
of you that can hear you. That creature must make a
Wisdom saving throw or be charmed by you for one minute
or until it takes damage. While charmed by you, the
creature is compelled to move towards you. On its turn, it
uses all its movement to approach you by the safest route,
and takes no other actions.
Once you use this ability, you must take a short or long
rest before you can use it again.
Call Storm
At 14th level, the wind and sea shape themselves to your
desire. You learn the spell control weather, which you can
cast once without expending a spell slot. You regain the
ability to cast this spell in this way when you finish a long
rest.
COLLEGE OF ENTROPY
Bards of the College of Entropy are itinerate gamblers
and daring thrill seekers whose actions are supremely
unpredictable. Rather than relying on ancient lore or
skill with arms, these bards throw themselves into new
challenges just to see what happens, trusting in luck to see
them through. They're called luck stealers (with a mixture
of derision and respect), because no matter how bad things
get for everyone around them, these bards always seem to
come out unscathed.
BONUS PROFICIENCIES
When you join the College of Entropy at 3rd level, you gain
proficiency with Acrobatics, Athletics, and a gaming set of
your choice.
LUCK STEALER
Also at 3rd level, you learn to borrow a little bit of other
people's luck for yourself. When a creature that you can see
within 60 feet of you makes an attack roll, ability check, or
saving throw with advantage, you can use your reaction to
expend one of your uses of Bardic Inspiration to grant that
creature a penalty to the check equal to the number rolled
on your Bardic Inspiration die. You gain Inspiration that
is usable only on yourself and lasts for a number of rounds
equal to the number rolled on the Bardic Inspiration die.
If you do not expend the Inspiration before that time, it
is lost. Stealing luck, regardless of whether you use the
Inspiration, causes a chaos magic surge.
INFUSION OF FORTUNE
At 6th level, when you cast a chaos spell, you cause a chaos
magic surge and regain one use of your Bardic Inspiration.
You regain the use of infusion of fortune after a short or
long rest.
BELIEF IS A TOOL
Everything desires to be something else. Starting at 14th
level, as an action, the luck stealer can change one known
spell to another spell of the same or lower level on the bard
spell list. At the end of the bard's next turn, his or her list of
known spells returns to normal. Using this ability causes a
chaos magic surge
GREENLEAF COLLEGE
The Greenleaf College was founded by elfmarked who
sought to record their varied heritage. Drawing from
elven lore and power, Greenleaf bards strengthen their
connection to nature. Through their magic and their tales,
they convey the rejuvenating strength of the forests and
rivers to their allies.
EXPANDED SPELL LIST
When you join the Greenleaf College at 3rd level, you gain
access to an expanded list of bard spells. The following
spells are added to the bard spell list for you.
Spell Level |
Spells |
1st |
Entangle,
goodberry |
2nd |
Pass without a trace, spike growth |
3rd |
conjure animals, daylight |
4th |
conjure woodlands being, dominate beasts |
5th |
commune with nature, tree stride |
REJUVENATING INSPIRATION
Also at 3rd level, you learn to infuse your Bardic Inspiration
with a magical seed of healing energy. When a creature uses
a Bardic Inspiration die from you to increase one ability
check, attack roll, or saving throw, it also gains temporary
hit points equal to the number rolled on the Bardic
Inspiration die plus your Charisma modifier.
LAND’S STRIDE
At 6th level, moving through nonmagical difficult terrain
costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and
without taking damage from them if they have thorns,
spines, or a similar hazard. In addition, you have advantage
on saving throws against plants that are magically created
or manipulated to impede movement, such as those
created by the entangle spell.
VITAL SURGE
Starting at 14th level, as an action you can expend one
use of Bardic Inspiration to magically remove one disease
or detrimental condition affecting a creature you can see
within 60 feet. The condition can be blinded, charmed,
deafened, frightened, paralyzed, or poisoned.
College of the Ancients
Bards of the College of the Ancients have deep knowledge in the
area of nature magic, and they often wander the wilderness,
collecting knowledge on the magic of the earth. They are most
often wandering singers and skalds, traveling through ancient
forests and long abandoned roads, often singing to nobody at all.
They wish, first and foremost, to protect and honor nature. They
tell tales of great floods and good harvests, tremendous storms
and frightening gales. They learn to be one with nature.
Bonus Proficiencies
When you join the College of the Ancients at 3rd level, you gain
proficiency with medium armor, shields, and the Nature skill.
Words of the Ancients
Also at 3rd level, you learn how to command plants to sprout up
and grasp at the heels of your foes, impeding their movement.
When a creature that you can see within 60 feet of you begins
moving, you can use your reaction to expend one of your uses of
Bardic Inspiration, rolling a Bardic Inspiration die and reducing
the creature’s speed by a number of feet equal to the number
rolled x 5 until the end of their turn. This cannot reduce a
creature’s speed below 5 feet.
Hand of the Ancients
Starting at 6th level, you can cast gaea’s hand at will, without
expending a spell slot or material components.
Song of Awakening
At 14th level, you learn an ancient melody that can awaken a
small non-magical shrub. While standing next to a shrub, you
may sing for 1 minute and roll a Bardic Inspiration die,
awakening the shrub and adding the number rolled as temporary
hit points for the creature, which uses the statistics for the
awakened shrub. The shrub remains awakened and under your
command until you complete a long rest, at which point it returns
to being a normal plant.
As a bonus action on your turn, you can command any shrubs
awakened with this feature to move and use their actions.
Additionally, whenever you cast a spell, an awakened shrub can
deliver the spell as if it had cast the spell. The shrub must be
within 60 feet of you, and it must use its reaction to deliver the
spell when you cast it. If the spell requires an attack roll, you use
your attack modifier for the roll.
College of Bartending
Purveyors of the liquid arts and inspirers of the liver,
bartenders lend a sympathetic ear and a full glass to those
in need of such things. All bartenders are center points of
the community and most are incorrigible gossips, offering
rumors and information to any adventurers willing to buy
a drink, but a rare few seek to elevate drinkmaking to an
artform. Such bards create concoctions that are strong and
sweet, bitter and bold, and all things in between. Expert
bartenders are masters of mixology and connoisseurs of
everything alcoholic.
Rumorist
By the time you choose this college at 3rd level, your
years around taverns have taught you how to pick up the
interesting tidbits that come down the grapevine. You have
advantage on any ability check you make to hear news,
rumors, and gossip.
Inspirational Drink
Also at 3rd level, you gain proficiency in brewer’s
supplies.
Additionally, you can use your bonus action to whip
up a delicious cocktail, expending a Bardic Inspiration die
and investing it in the drink. Any creature can consume
the drink as a bonus action to gain the Bardic Inspiration
die, which is lost if they do not use it before the end of
their turn. Bardic Inspiration dice invested in drinks do not
recover when you take a short or long rest as expended
dice do, unless the drink is consumed first. Drinks retain
their potency for 24 hours, after which time they become
watered down and lose their invested Bardic Inspiration
dice.
Friendly Face
At 6th level, your relatable demeanor makes it hard
for anyone to dislike you. When you are attacked by a
humanoid creature that has not been attacked by you or
affected by a spell you cast, the creature must make a
Wisdom saving throw, opposed by your spell save DC.
On a failed save, the humanoid instead chooses to attack
a different target within its reach or range. If there is no
other target, this attack misses. A creature that succeeds on
this saving throw is immune to this effect for 24 hours.
Hair of the Dog
Starting at 14th level, whenever a creature consumes
one of your Inspirational Drinks and spends the Bardic
Inspiration die on a roll, they gain temporary hit points
equal to the total of the roll, which last for 1 minute.
The College of Hospitality
In the frozen expanse of the Icewind Dale, a warm and welcoming hearth can lift the spirits of even the most embattled adventurer. Bards of the College of Hospitality take their expertise in tavernkeeping on the road, bringing warm beds and plentiful ale along with them. These bards tend to be less ashy than those of other colleges, believing the comfort and security they provide can be more inspiring than any simple song or dance.
Bonus Proficiencies
3rd-level College of Hospitality feature
You gain pro ciency with brewer’s supplies, cook’s utensils, and an artisan tool or gaming set of your choice. Your pro ciency bonus is doubled for any ability check you make that uses these pro ciencies.
comforting Words
3rd-level College of Hospitality feature
You can provide needed succor to your allies with only a few words. As a bonus action, choose one creature within 60 feet who can hear you, then expend and roll a Bardic Inspiration die. The creature gains temporary hit points equal to the result of the roll + your Charisma modi er.
While a creature has temporary hit points gained from this ability, it has resistance to bludgeoning, piercing, slashing, and psychic damage. After 10 minutes, any remaining temporary hit points gained from this
ability are lost.
traveling tavern
6th-level College of Hospitality feature
You learn a special ritual that allows you to summon a tavern uniquely your own. When you gain this feature, choose the name and appearance of the tavern. When you perform the ritual, which takes 10 minutes to complete, your tavern springs up around you. The tavern functions as if it was created by the Leomund’s tiny hut spell except for the following di erences:
• Its duration increases to 24 hours.
• It is bigger on the inside than its dimensions on the
outside and can contain a number of creatures up to 10 + your Charisma score, instead of nine.
• Upon casting the spell, the building is stocked with enough food and drink to feed a number of creatures up to 10 + your Charisma score for one day.
• Casting the spell creates a number of servants equal to your Charisma modi er, each of which have a humanoid appearance of your choice and otherwise function as if they were created by the unseen servant spell.
Once you perform this ritual, you cannot do so again until you nish a long rest. If you perform the ritual while you already have the tavern summoned, the previous tavern disappears when you summon it to a new location.
creature comforts
14th-level College of Hospitality feature
During a short rest you can expend a spell slot and provide relief to your companions by preparing a meal, serving drinks, or o ering other comforts. When you do, choose a number of your companions up to your Charisma modi er (minimum of 1). Each chosen creature regains a number of hit points equal to 2 times the level of the expended spell slot, and one of the following bene ts of their choice.
• The creature recovers a spell slot of a level no more than half the level of the spell slot you expended.
• The creature regains a number of expended hit dice up to half the level of the spell slot you expended.
• The creature gains a number of temporary hit points equal to 2 times the level of the spell slot you expended.
College of Alien Symbolism
Bards of the College of Alien Symbolism draw inspiration
from glimpses of terrible truths about the nature of reality.
They are often tragic figures, drawn to cruel beings and
self-destructive cults by sympathy born of confusion and
anxiety.
Yog-Sothothery Philosopher
When you join the College of Alien Symbolism at 3rd level,
you gain insights into dangerous ideas and dangerous
foes. You gain proficiency in Yog-Sothothery (see page 37)
and two other skills of your choice. If you already have pro-
ficiency in Yog-Sothothery, you gain proficiency in another
skill instead. You can expend one Bardic Inspiration die
to add the number rolled to a Wisdom (Yog-Sothothery)
check you made after you make the check but before the
GM says whether you succeeded.
In addition, when you fail on a saving throw that applied
the penalty from the Yog-Sothothery skill (see the skill
description), you can expend a use of Bardic Inspiration
at the start of your next turn if the effect is still ongoing
and you are conscious, even if you are incapacitated or
prevented from controlling your actions. Make a new
saving throw against the effect and add the number rolled
on your Bardic Inspiration die to the result of your saving
throw. On a success, the effect ends but you can’t take a
bonus action that turn.
Aberrant Insights
At 3rd level, you can also expend one use of Bardic In-
spiration to improve your Wisdom and Charisma checks
made to interact with aberrations, fiends, monstrosities,
oozes, and undead. Roll the Bardic Inspiration die and add
the number rolled to all Wisdom and Charisma checks you
make to interact with one such creature or group of such
creatures for 10 minutes. You can communicate simple
concepts with the chosen creature or group as part of
attempting the check, even if you lack a common language.
Eldritch Symbolism
Starting at 3rd level, you learn to quickly identify symbols
and writings. You have advantage on Intelligence (Arcana),
Intelligence (Investigation), and Wisdom (Perception)
checks to notice, identify, or bypass magic writing and
magic traps. You also have advantage on saving throws
against magic traps and the effects of magic items.
At 6th level, you learn glyph of warding, or another bard
spell of 3rd level or lower if you already know glyph of
warding. Glyph of warding doesn’t count against your num-
ber of bard spells known, and you can expend a use of Bar-
dic Inspiration to cast it as an action without consuming
the material components. You must still expend a spell slot.
Roll the Bardic Inspiration die and add the number rolled
to the DC of any Intelligence (Investigation) check to find
the glyph. When you use this feature to cast a spell, any
other spell you cast with this feature dissipates harmlessly.
At 14th level, you learn symbol, or another bard spell
of 7th level or lower if you already know symbol. Symbol
doesn’t count against your number of bard spells known,
and you gain the option to expend two uses of Bardic In-
spiration to cast it as an action without consuming the ma-
terial components. You must still expend a spell slot. Roll
the Bardic Inspiration dice and add the higher number
between them to the DC of any Intelligence (Investigation)
check to find the symbol. When you use this feature to cast
a spell, any other spell you cast with this feature dissipates
harmlessly.
Portrait of Perfect Likeness
Starting at 6th level, you learn to imitate unnatural crea-
tures with perfect clarity through your art. As an action,
you can expend a Bardic Inspiration die instead of expend-
ing a spell slot to cast polymorph. When you cast the spell
with this feature, you assume the form of an aberration or
monstrosity instead of a beast. The aberration or mon-
strosity must have a challenge rating less than or equal
to one-third your bard level. Once while the spell lasts,
you can roll the Bardic Inspiration die after you hit with a
weapon attack and add the result to the damage.
Visionary Fugue
Starting at 14th level, you can perform or create art as an
action to learn lost or secret information, even if you only
have vague and incomplete information to learn from.
Your art unlocks a momentary but intense vision that gives
you disjointed memories or lost tales about a topic of your
choice, as if you had succeeded on an ability check to
recall information against DC 25, but it can be information
you had no way to directly know.
The more complete the information you have, the more
complete information you get. However, information
gained from this feature doesn’t increase the detail gained
from future uses of this feature; you must gather addition-
al information from another source before information
from your Visionary Fugue becomes more detailed. This
information can be regarding any creature, object, or phe-
nomenon within the purview of the Arcana or Yog-Sothoth-
ery skills. When you use this feature, you gain two levels
of dread (see Chapter 4) that decrease after 1 hour. If your
game doesn’t use dread, you instead gain a short-term
madness. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Level | Prof Bonus | Features | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | +2 | Spellcasting, Bardic Inspiration(d6) | 2 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | +2 | Jack Of All Trades, Song Of Rest(d6), Magical Inspiration | 2 | 5 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | +2 | Bardic College, Expertise | 2 | 6 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | -- | -- | -- | --- | --- | --- | --- |
5 | +3 | Bardic Inspiration(d8), Font Of Inspiration | 3 | 8 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | +3 | Countercharm, College Feature | 3 | 9 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | +3 | --- | 3 | 10 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | +4 | Song Of Rest(d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | +4 | Bardic Inspiration(d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | +4 | --- | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | +5 | Song Of Rest(d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | +5 | Magical Secrets, College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | +5 | Bardic Inspiration(d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | +6 | Song Of Rest(d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvements | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Super Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | | 2 | 1 | 1 |