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 ItemLarge 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 |