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## College of Gospel A bard that devotes their career to worshipping divine forces is likely to find their magic laced with holy or unholy power. Chaotics bards inclined to this College can be found singing epic praises of their figure of choice regardless of location or circumstance, while lawful ones reserve their pious and respectful performances for church chambers or memorial services. A bard does not need to subscribe to any one deity in order to be considered a member of the College of Gospel, but doing so has the potential to entreat them with that deity’s favor. Those lucky enough to recognize and embrace such treatment often take up the lifestyle of clerics or paladins to further spread the good name of their newfound patron.
\columnbreak ### Bonus Proficiencies When you choose this Bardic College at 3rd level, you gain proficiency with medium armor, shields, and warhammers. In addition, you learn to read, write, and speak Celestial. If you already know Celestial, you may choose another language to gain proficiency in. ### Words of Worship Also when you choose this Bardic College at 3rd level, the direction of your faith improves and influences your spellcasting. When you learn a bard cantrip or spell of 1st level or higher, you can choose the new spell from the bard spell list or the cleric spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you. In addition, you may choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a bard spell for you, but it doesn't count against your number of bard spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. * Lawful: *bless* * Chaotic: *bane* * Neutral: *detect evil and good* * Good: *cure wounds* * Evil: *inflict wounds* ### Pious Performance Starting at 6th level, your honor to the gods through your song manifests in miraculous healing. While your Countercharm feature is active, each affected ally with less than half its remaining hit points regains hit points equal to your bard level at the start of each of its turns. ### Song of Fate Starting at 14th level, you can strike a powerful chord that nearly shakes the world around you. Whenever a creature you can see rolls your Bardic Inspiration die, you can use your reaction to roll an additional Bardic Inspiration die and add it to the target's roll. You can do so after the creature rolls its Bardic Inspiration die, but not after the DM declares the result of the roll. You can use this feature a two times per long rest, unless you expend a use of Bardic Inspiration to use it again. \pagebreak ## College of Melodrama Melodrama is a type of theater that plays particularly to the emotions of the audience, from anticipation to anguish to shock. While any common actor can make such a performance on stage, bards who dedicate their studies to this theatrical art may find themselves capable of weaving the pathological manipulation of melodrama into their everyday magics. ### Art of Empathy When you choose this Bardic College at 3rd level, you gain proficiency in the Insight and Performance skills. If you would already be proficiency in either of these skill, you may double your proficiency bonus on all checks made with those skills. ### Take the Spotlight Also at 3rd level, you can use a bonus action to place dramatic focus on an enemy, weakening them with subtle enchantments. A creature within 5 feet of you becomes the target of your spotlight for 1 minute. Creatures in your spotlight take additional damage from your attacks and spells equal to your Charisma modifier. While a creature is in your spotlight, both you and the target take a -10 penalty to damage rolls against all other creatures. When activating this feature, you can expend a use of your Bardic Inspiration feature and roll your inspiration die. An additional number of creatures equal to half the result (rounded up) also fall under the effects of your spotlight. You can use this feature three times, regaining all expended uses when you finish a short or long rest. ### Rapt Attention Starting at 6th level, your natural flair is compelling enough to prevent those around you from leaving your proximinty. When a creature targeted by your Take the Spotlight feature attempts to move away from you (even when taking the Disengage action), you can use your reaction to make a contested Wisdom (Insight) check against that creature. If you win, the target's movement speed is reduced to 0 until the end of its next turn, and it cannot use any teleportation magic for that same duration. ### Gracious Encore Starting at 14th level, your beguiling ways have an even more profound effect. When you expend Bardic Inspiration upon activating Take the Spotlight, you and each ally within 5 feet of you gains temporary hit points equal to the result of the die plus your Charisma modifier and a d6 inspiration die (usable in the same way as Bardic Inspiration). In addition, when a creature under your spotlight takes an action, you can force it to make a Wisdom saving throw against your bard spell save DC. On a failure, must take repeat the same action on its next turn if it is able to. On a success, it is immune to this effect for 24 hours.
\pagebreak ## College of Oration The phrase "pen mightier than the sword" tends to be fairly popular among bards, especially those attempting to adjust to the mighty warriors of their respective adventuring parties. When the time comes to set down the pen and draw the sword, though, it is the bards of the College of Oration who truly make weapons out of words. ### High Confidence Starting when you choose this Bardic College at 3rd level, when you make a Charisma check pertaining to speaking, 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. ### Speechcraft You learn three special wordsmithing techniques of your choice, called manipulations. The complete list of manipulations are their effects are listed below. You learn three additional manipulations at 6th and 14th level. Each time you gain a level in this class, you can switch one of your known manipulations out for another you do not know. #### Manipulations A creature must be able to hear you to be targeted by a manipulation. After a hostile creature is targeted by a manipulation, it cannot be targeted by that manipulation again for 1 hour. ***Beg.*** When you would take damage that exceeds half your hit point maximum, you can use your reaction to reduce that damage to be equal to half your hit point maximum. ***Bolster.*** When you or an ally within 60 feet of you rolls a Bardic Inspiration die for a weapon attack roll and rolls lower than your Charisma modifier on the die, they may replace the die's result with your Charisma modifier. ***Condemn.*** You can use an action to attempt to weaken one creature within 30 feet of you. The target must make a Charisma saving throw againt your bard spell save DC; on a failure, the target is condemned until the start of your next turn. Once per turn, when the condemned creature takes damage from an attack or spell, it takes additional psychic damage equal to a roll of your Bardic Inspiration die. ***Exalt.*** When an ally that has gained your Bardic Inspiration takes damage, they can expend the inspiration die and roll it to reduce the amount of damage they take by the result plus your Charisma modifier. ***Educate.*** When you or an ally within 60 feet of you rolls a Bardic Inspiration die for an Intelligence or Wisdom saving throw and rolls lower than your Charisma modifier on the die, they may replace the die's result with your Charisma modifier. ***Flirt.*** You can use an action to attempt to beguile one creature within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target is incapacitated and charmed by you until the end of its next turn. ***Impose.*** When you or an ally rolls a Bardic Inspiration die for a Charisma check and rolls lower than your Charisma modifier on the die, they may replace the die's result with your Charisma modifier. ***Provoke.*** You can use an action to attempt to enrage one creature within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target makes all attack rolls against creatures other than you with disadvantage until the end of your next turn. ***Quash.*** You can use an action to attempt to discourage one creature within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target does not take its next turn until initiative count 0, losing any ties. ***Retort.*** When a creature you can see is hit by a critical hit or becomes charmed or frightened, you use your reaction to cast a bard spell with a casting time of 1 action that only affects that single creature. ***Shush.*** You can use an action to attempt to magically castigate one creature within 30 feet of you. The target must make a Charisma saving throw against your bard spell save DC; on a failure, it cannot cast spells other than cantrips until the end of your next turn and loses any temporary hit points it has. ***Terrorize.*** You can use an action to attempt to strike fear into one creature that can hear you within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target is frightened of you until the end of its next turn. ### Prattling Lecture Starting at 6th level, your Countercharm consists of an informative tirade that is so thoroughly boring to those you deem unfit to recieve it that it numbs their minds. Each time you use an action to perform your Countercharm, you can use a bonus action to choose a hostile creature that can hear you within the Countercharm's area of effect and roll a number of d8s equal to your bard level. If the result exceeds the current hit points of the target, it falls unconscious for the duration of your Countercharm. If not, the target instead takes psychic damage equal to two rolls of your Bardic Inspiration die. In addition, all allied creatures affected by your Countercharm gain resistance to psychic damage. ### Sonorous Influence Starting at 14th level, you can amplify the enchantments sewn into your Speechcraft over a wide area. When
you use a manipulation, you can have it affect all
creatures of your choice within 30 feet of
you that can hear you. Once you do so,
you cannot activate this feature again
until you finish a short or long rest.
\pagebreak ## College of Sirens Most scholars agree that the fey were the first bards, crafting enchanted musical instruments and blessing the young world with stirring melodies. The techniques harnessed by the fey are difficult to reproduce without magic, leading many contemporary bards to harness their arcane talents to answer the call of ancient fey music. Such bards dedicate themselves to mastering their voices, able to perform their remarkable feats without needing to carry an instrument around. Bards of the College of Sirens almost always devote themselves to a musical career, though some take a more studious approach, spending their working hours continuing to analyze the nature of fey enchantments for future replication. Other bards dedicate their talents to lechery, using their gifts of supernatural persuasion to wring the wallets of unsuspecting citizens dry in brothels or taverns. In any case, the College of Sirens encourages its students to travel the breadths of the worlds in search of new arts to pursue and diverse audiences to share your songs with. \columnbreak ### Potent Acoustics When you choose this Bardic College at 3rd level, your voice alone is powerful enough to conjure up magic. When you cast a bard spell that has a verbal component, you can ignore all other components that do not have a listed material cost. In addition, the *charm person* spell is added to your known spell list, without counting against your maximum number of known spells. ### Shroud of Mist Also at 3rd level, you can expend a use of your Bardic Inspiration feature to generate a veil of magical mist to add further mystique to your supernatural charms. As a bonus action, you create icy fog in a 10-foot-radius sphere, centered on a point you can see within 30 feet of you. The misted area is lightly obscured, and when a creature starts its turn in the area, you can force it to make a Constitution saving throw against your bard spell save DC. On a failure, the target takes cold damage equal to a roll of your Bardic Inspiration die and has its movement speed reduced by 10 feet until the start of its next turn. If the creature is charmed by you when it takes this damage, the damage does not allow it to repeat its saving throw against being charmed. The mist lasts for 1 minute, but ends early if you become incapacitated. A moderate wind (at least 10 miles per hour) disperses the mist after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You can also dispel the mist as a bonus action. ### Infectious Euphony Starting at 6th level, your beguiling melodies are more sonorous than ever. When you use an action to cast an enchantment spell on your turn, you can use a bonus action to cast *charm person* at 1st level without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a long rest. ### Uncanny Allure Starting at 14th level, creatures who fall under the sway of your songs are drawn to you like moths to a flame. When a creature fails its saving throw against a bard spell you cast, you can use your reaction to force that creature to spend the entirety of its next turn attempting to move closer to you, even moving into obvious harm to reach you as quickly as possible. If a creature under this effect moves within 5 feet of you, it is stunned, too busy ogling at you to notice anything else, until the start of its next turn. A creature that is incapacitated or has a movement speed of 0 cannot be targeted by this effect. For instance, the target will attempt to leap over a gorge if that path allows it to reach you faster than any other. In such a case, the target is allowed to make a Wisdom saving throw against your bard spell save DC before it throws itself into danger. On a success, it comes to its senses and can use the rest of its turn as normal. A creature charmed by you automatically fails this saving throw. In addition, when you deal damage to a creature that is charmed by you, it has disadvantage on any saving throw it repeats against your charm effect.
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. \columnbreak ## College of Valor (Revised) 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. You also gain proficiency in either the Athletics or History skill. ### War Chant Also at 3rd level, you can perform a rousing display of might that emboldens your allies. 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. When it does so, the target of the attack must make a Charisma saving throw against your bard spell save DC, falling prone on a failure. 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 Armor Class against the attack. This reaction must be made prior to seeing the result of the attack roll. ### Extra Attack Starting at 6th level, you can attack twice, instead of once when you take the Attack action on your turn. Moreover, you can replace one weapon attack you make as part of the Attack action with a cantrip that has a casting time of 1 action. ### Swan Song Starting at 14th level, you can tap into a supernatural pool of vigor to perform one final glorious act before facing defeat. When you would be reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, and at the same time, grant your Bardic Inspiration to any number of allies within 30 feet of you without expending any uses of Bardic Inspiration. Once you save yourself from falling unconscious in this way, you must finish a long rest before you can do so again. In addition, you gain immunity to the frightened condition.