Bard - Colleges

by Blckthorn

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Bard - Colleges

Subclass Summaries

Lore

Player's Handbook

Lore - these bards search for truth, knowledge and beauty. They question everything while keeping audiences spellbound, picking up all sorts of information, magic and skills along the way


Learn additional skills, spells and uses for BI

Lore Features
Level Feature
3rd Bonus Proficiencies,  Cutting Words
6th Additional Magical Secrets
14th Peerless Skill

3rd level

Bonus Profiencies

Learn 3 skills of your choice

Cutting Words

Spend BI  (Bardic Inspiration)  -  subtract the die from a

creature's attack, damage or skill check roll

Can use after their roll but before results

Fails if creature is immune to charm or can't hear you

6th level

Additional Magical Secrets

Learn 2 spells from any class' list

They can be any level you can cast or a cantrip

These don't count against your known spells

14th level

Peerless Skill

Spend BI  -  add the die to any ability check

Can use after the roll but before results


Valour

Player's Handbook

Valour - prefer to experience life first hand, being part of the story itself


These bards are more combat oriented and get features to match

Valour features
Level Feature
3rd Bonus Proficiencies,  Combat Inspiration
6th Extra Attack
14th Battle Magic

3rd level

Bonus Proficiencies

Martial weapons, medium armor and shields

Combat Inspiration

A creature you've given  BI  to can add the die to a damage roll


Alteratively, as reaction - they can add it to their AC

They can use after the attack roll but before results

6th level

Extra Attack

Attack twice with the Attack action

14th level

Battle Magic

When you use your action to cast a bard spell, as bonus -

make a weapon attack


Glamour

Xanathar's Guide to Everything

Glamour - Your music embodies the powers of the fey, subtle and enchanting


Charm and command others and help your allies

Glamour Features
Level Feature
3rd Mantle of Inspiration,  Enthralling Performance
6th Mantle of Majesty
14th Unbreakable Majesty

3rd level

Mantle of Inspiration

Spend BI  -  as bonus, give allies within 60'

that you can see and that can see you

5 temp HP

# of allies affected  =  Cha modifier

(minimum 1)
Also, affected allies can immediately use

their reaction to move their speed without

provoking attacks of opportunity


5th level   -  8 temp HP
10th level  -  11 temp HP
15th level  -  14 temp HP

Enthralling Performance

After performing for 1 min - creatures of your choice within 60'

that saw and heard performance must   save: Wis   or

become charmed for 1 hr

# of creatures affected  =  Cha modifier  (minimum 1)
They idolize you and hinder those that oppose you,

though they avoid violence unless already inclined

Save  -  not charmed and ignorant of your attempt
Ends early on a target if you attack them, they take damage,

or they see you attack their allies

1x per rest


6th level

Mantle of Majesty

As bonus - gain unearthly beauty for 1 min (concentration)

and cast  command  without spending a slot

Those already charmed by you fail their saves
For duration, as bonus - cast  command  again

1x per long rest

14th level

Unbreakable Majesty

Gain a permanent otherworldly appearance, lovely and fierce
As bonus - assume a magic, majestic presence for 1 min

For duration - if a creature attacks you (first time per turn),

it must   save: Cha   vs your spell DC or be unable to attack

you this turn and must choose a different target or waste

the attack

Save  -  creature can attack you but gets disadvantage on

saves vs your spells on your next turn

1x per rest


Swords (Blades)

Xanathar's Guide to Everything

Swords - With talent and finesse, these bards are showmen and artists with blades


You are combat focusesd. You get a fighting style and use BI to power flourishes

Swords Features
Level Feature
3rd Bonus Proficiencies,  Fighting Style,  Blade Flourish
6th Extra Attack
14th Master's Flourish


3rd level

Bonus Proficiencies

Medium armor, Scimitar
You can use a proficient weapon as a spell focus

Fighting Style

Choose the Dueling or Two-Weapon Fighting style:


Dueling  -  +2 to damage when wielding only a one-handed

weapon
Two-Weapon Fighting  -  add your ability modifier to damage

of 2nd weapon

Blade Flourish

When you take the attack action - add 10' to walking speed

until the end of your turn
If you hit a creature with a weapon attack - spend BI  to

perform a flourish:

(1x per turn)

Flourishes

Defensive  -  add BI die to damage

Also, add it to your AC until the start of your next turn


Slashing  -  add BI die to damage

Also, hit 1 other target within 5' of you for BI damage


Mobile  -  add BI die to damage

Also, push your target 5' + BI

As reaction - immediately move to an empty space

within 5' of target

6th level

Extra Attack

Attack twice with the Attack action

14th level

Master's Flourish

When using Blade Flourish - You can choose to use a   1d6   die

and not spend BI


Whispers

Xanathar's Guide to Everything

Whispers - use magic and a bard's reputation to uncover secrets. Many bards of this college threaten and extort others


Sow paranoia, impersonate others and deal psychic damage

Whispers Features
Level Feature
3rd Psychic Blades,  Words of Terror
6th Mantle of Whispers
14th Shadow Lore

3rd level

Psychic Blades

When you hit with a weapon - spend BI  to inflict

an additional  2d6 psychic

1x per turn


5th level   - 3d6 psychic
10th level - 5d6 psychic
15th level - 8d6 psychic

Words of Terror

Speak to someone alone for 1 min and sow paranoia

Target must   save: Wis or become frightened of you or

another creature for 1 hour

Save  -  target doesn't know you tried to frighten it
Ends early if target is attacked, damaged, or sees their allies

attacked or damaged

1x per rest

6th level

Mantle of Whispers

When a humanoid dies within 30', as reaction - capture their

shadow
As an action - magically disguise yourrself as that creature for

1 hour (end as bonus)

You can pass as that person, access their memories and you

know basic background and personal info but not secrets


Another creature can see through the disguise with

Insight  vs your  Deception +5
The shadow vanishes when used or a after a long rest

1x per rest

14th level

Shadow Lore

Magically whisper to 1 creature within 30'

Target must   save: Wis or become charmed for 8 hours,

convinced you know their darkest secret

Target obeys commands and may grant favors and gifts

Target won't risk their life or fight unless already inclined

Save  -  target only hears unintelligible mumbling
Ends if you attack or damage target or force a saving throw

1x per rest


Eloquence

Mythic Odysseys of Theros

Eloquence - these bards are oratory masters, reveling in wordplay and persuasion


Get bonuses to persuade and deceive, reduce saves, speak to any creatures and get enhanced BI

Eloquence Features
Level Feature
3rd Silver Tongue,  Unsettling Words
6th Unfailing Inspiration,   Universsal Speech
14th Infectious Inspiration

3rd Level

Silver Tongue

When making a Persuasion or Deception check

and roll 9 or lower - treat it as a 10


Unsettling Words

As bonus - spend BI
A creature you can see within 60' must subtract your die from

its next save before the start of your next turn

6th level

Unfailing Inspiration

When a creature uses your BI on a check, attack or save and

fails - it can keep the BI die

Universal Speech

As an action - creatures of your choice within 60' can

understand you for 1 hr

Max creatures affected  =  Cha modifier (minimum 1)

1x per long rest,  can use again with a slot

14th level

Infectious Inspiration

When a creature uses your BI on a check, attack or save and

succeeds, as reaction - give another creature within 60' that

   can you hear you a BI die (without spending any uses)

    Uses per long rest  =  Cha modifier (minimum 1)


Satire (Jesters)

UA - Kits of Old  (01/04/2016)

Satire - these bards mock, provoke and entertain, but also pursue truth, exposing corruption wherever it lies


Get skills, tumble and detect others' thoughts

Satire Features
Level Feature
3rd Bonus Proficiencies,  Tumbling Fool
6th Fool's Insight
14th Fool's Luck

3rd level

Bonus Proficiencies

Thieves' Tools, Sleight of Hand and 1 skill of your choice

Tumbling Fool

As bonus - tumble, getting the following benefits until the end

of your turn:

  • Get the benefits of Dash and Disengage
  • Climb speed  =  walking speed
  • Take 1/2 damage from falling

6th level

Fool's Insight

Cast  detect thoughts 

If you probe deeper but target saves, target immediately

suffers an embarrassing social gaffe

Uses per long rest  =  Cha modifier


14th level

Fool's Luck

On a failed attack roll, save or ability check -  spend BI  and

add die to roll

If you succeed, note the number
DM gets to impose that number as a penalty to a future roll

Be descriptive about your mistake/gaffe when penalized

Can't use again until DM invokes penalty


Creation

UA - Subclasses, Part 2  (02/06/2020)

Creation - you use music, word and harmonies to affect reality


Animate items and use BI to cause thunder, give temp HP or allow your ally to reroll.  At higher levels, you can temporarily create nonmagical items

Eloquence Features
Level   Feature
3rd Note of Potential
6th Animating Performance
14th Performance of Creation


3rd Level

Note of Potential

When you give BI, you can also give a Note of Potential

Recipient can use it for one of the following:


Note of Destruction  -  can use after using BI on an attack roll

Creatures within 5' must   save: Con   vs your spell DC or

take  thunder  =  BI roll
Note of Protection  -  can use after using BI on a save

Gain  temp HP  =  BI roll + Cha modifier
Note of Ingenuity  -  can use after using BI on an ability check

Roll BI again and choose which roll to use

6th level

Animating Performance

Animate a nonmagical item you can see within 30'

The item (up to Large) becomes a Dancing Item

Is under your control for 1 hr or until reduced to 0 HP

Shares your initiative, takes turn immediately after you

Can move, use reactions and take Dodge action on its own
 As bonus - command item to Dash, Disengage, Help, Hide,

 Search or use stat block action

  1x per long rest - can spend 3rd level slot to use again

   1 item at a time - if used again, old one becomes

    inanimate

14th level

Performance of Creation

As an action - create 1 nonmagical item

(up to Large) within 10' of you on a

supporting surface (or liquid)

Value of item can't exceed bard

level x 20 gp

Floating notes surround it, faint music

is heard when touched
Item disappears at the end of your turn -

maintain as action

If maintained for 1 min - it will continue

to exist for a # of hours = bard level

1x per long rest - can spend 5th level slot

to use again

1 item at a time - if feature is used again,

old one vanishes



Dancing Item

Large or smaller construct, neutral


  • Armor Class  16 (natural armor)
  • Hit Points  dancing item's Con modifier (+3)  +  your
    Cha modifier  +  5x your bard level
  • Speed  40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-4) 10 (+0) 6 (-2)

  • Damage Immunities  poison
  • Condition Immunities  charmed, exhaustion, poisoned, frightened
  • Senses  darkvision 60 ft., passive Perception 10
  • Languages  understands the languages you speak

Endless Waltz.   Immediately after the making a slam attack - as bonus, Dodge

Immutable Form.   The item is immune to any spell or effect that would alter its form


Actions (Requires Your Bonus Action)

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


Spirits

UA - Subclasses, Part 4  (08/05/2020)

Spirits - the spirits help you and gift you stories


Gain bonuses to spell rolls, tell random stories that affect creatures and gain spells of other classes

Eloquence Features
Level   Feature
3rd Guiding Whispers,  Spiritual Focus,  Tales from Beyond
6th Spirit Session
14th Mystical Connection

3rd Level

Guiding Whispers

Learn the guidance  cantrip with a range of 60'

Spiritual Focus

You can use the following as a spellcasting focus:

candle, crystal ball, talking board, tarokka deck or skull


6th level   - Add 1d6 to a roll on damage dealing or HP

restoring bard spells

Tales from Beyond

As bonus - use your Spiritual Focus and spend BI to learn

a random tale (rolling your BI die on the table below)

You then know the tale until used or after a rest

As an action - use the tale on a creature you can

see within 30' (can use on self)

If used again - you lose previous tale or tale

effect ends

6th level

Spirit Session

Conduct a 1 hr ritual with other creatures (can do on a rest)

and learn a divination or necromancy spell from any class

Spell's level can be up to the # of creatures involved

Creatures (including you)  =  proficiency bonus

You know the spell until start of next long rest


14th level

Mystical Connection

When using Tales from Beyond, you can roll 1d6 for the tale

and not spend BI

You still use your BI die for the effect, you just don't spend it


Spirits' Tales
BI Die   Tale
1 Beast  -  for 1 min - target gets advantage on Perception checks and advantage to attack an enenmy within 5'
(if enemy isn't incapacitated)
2 Warrior  -  make a melee spell attack.   If it hits - target takes   force  =  2 BI die  +  Cha modifier
3 Friends  -  target and 1 creature it can see within 5' regain HP  =  BI die  +  Cha modifier
4 Runaway  -  target and a # of creatures it can see  = 
your Cha modifier (minimum 1)   can use their reaction to teleport 30' to a free space they can see
5 Avenger  -  for 1 min, when a creature target can see within 30' is damaged by another creature, as reaction - target can deal   force  =  BI die   to attacker
6 Hero  -  target gains   temp HP  =  BI die  +  bard level
While temp HP remain - walking speed increases by 10'
7 Fey  -  target must   save: Wis   or be charmed by you until the end of its next turn.  On its turn - you can force target to melee attack another creature you choose
8 Dark Spirit  -  target becomes invisible until the end of its next turn.  If target hits with an attack, target loses invisibility and creature takes   necrotic  =  BI die   and is frightened of target until end of its next turn
9 Giant  -  creatures of target's choice that it can see within 30' must   save: Str   or take   force  =  2 BI die
and be knocked prone.
Save  =  1/2 damage and not knocked prone
10 Dragon  -  target breathes fire in 30' cone.   Creatures in area must   save: Dex   or take   fire  =  2 BI die
Save  =  1/2 damage
11 Celestial  -  target regains   HP  =  2 BI die  +  bard level and you end 1 disease or 1 of the following conditions: blinded, deafened, paralyzed, petrified or poisoned
12 Unknown  -  target must   save: Int   or take  
psychic  =  3 BI die   and is unable to speak for 1 min

 

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