Unchained Bard

by Aussifer

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Unchained Bard

The Bard, Unchained

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song — knowledge of the people who constructed the monument and the mythic saga it depicts.

A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.

Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions' words will be well received.

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.

Music and Magic

In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

 

The Unchained Bard is an unofficial homebrew publication created by /u/Ozzifer.


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    The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning from Experience

True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.

Only rarely do bards settle in one place for long, and their natural desire to travel — to find new tales to tell, new skills to learn, and new discoveries beyond the horizon — makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

Creating a Bard

Bards thrive on stories, whether those stories are true or not. Your character's background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There's no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

The Bard
— Spell Slots per Spell Level —
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Bardic Performance 2 5 3
3rd +2 Bard College, Expertise, Magical Inspiration 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 1
6th +3 Bard College feature, Bardic Performance 3 9 4 3 2
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise,
Magical Secrets
4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement, Bardic Performance 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration, Bardic Performance 4 22 4 3 3 3 3 2 2 1 1

Quick Build

You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the 1st-level spells charm person, detect magic, healing word, and thunderwave.

Class Features

As a bard, you gain the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice


Saving Throws: Dexterity, Charisma
Skills: Choose any three skills.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor, and a dagger

Alternatively, you may start with 5d4 × 10 gp to buy your own 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. See chapter 10 of the PHB for the general rules of spellcasting, and "Bard Spells" at the end of the class description for the bard spell list.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, 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 as a spellcasting focus for your bard spells.

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.

Bardic Performance

At 2nd level, you gain the ability to weave magical music and words of power into your performances. You learn one of the Bardic Performance options listed under "Bardic Performances" at the end of the class description.

As with your bard spells, your performances are comprised of verbal, somatic, and material components, and they require the use of a musical instrument (or other suitable spellcasting focus) in order to perform them. Your performance does not interfere with your ability to cast your bard spells, nor does it require concentration. A creature is unaffected by your Bardic Performance if it cannot hear you.

Your Bardic Performance lasts for its duration, and it ends early if you are incapacitated or silenced, if you voluntarily end it (no action required by you), or if you start another performance. When one of your bardic performances ends, you can't start that performance again for 10 minutes.

You learn an additional Bardic Performance option of your choice when you reach 6th, 12th, and 20th level in this class.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

Also at 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a musical instrument. 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 of your proficiencies (in skills or with a musical instrument) to gain this benefit.

Magical Inspiration

Starting at 3rd 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change in focus as you use your skills and magic:

  • Replace one of the skills or musical instruments you chose for the Expertise feature with one of your other proficiencies that isn't benefiting from Expertise.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.
  • Replace one of the Bardic Performances you know with a different one you can learn at that level.

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.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class's spell list, including this one. The spells need not be from the same spell list. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you, and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Superior Inspiration

At 20th level, you gain two extra Bardic Inspiration dice.

Bard Colleges

Bards seek each other out to swap songs and stories, to boast of their accomplishments, and to share their knowledge of the world. Bards who share similar philosophies often come together to form loose cliques, called colleges, in order to facilitate gatherings and preserve the traditions they cherish. Your choice of college closely mirrors your artistic outlook and talents. The options available for you to choose from are listed below.

  • The College of Creation, which uses mystical powers derived from the harmony of the Song of Creation.
  • The College of Eloquence, for masters of oratory who blend magic with wordplay.
  • The College of Glamour, devoted to performers who possess otherworldly grace and beauty.
  • The College of Lore, for whom knowledge drives the magic of their tales and songs.
  • The College of Spirits, whose students reach beyond worldly boundaries to speak with the departed.
  • The College of Swords, trained warriors who perform daring stunts to entertain their audiences.
  • The College of Valor, keepers of heroic prose who sing to the glory of battle and victory.
  • The College of Whispers, for cunning magicians who adhere to subterfuge and secrets to ply their trade.

College of Creation

Bards believe the cosmos is a work of art — the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson:

 

"Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."

 

Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat — the greatest of dragons — as two of the song's first singers.

Mote of Potential

Starting when you join this college at 3rd level, you can add a potent flourish when you inspire your allies. 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, a saving throw, or a spell's damage or healing (per your Magical Inspiration feature), 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).

Spell's Damage or Healing. Immediately after the creature rolls the Bardic Inspiration die and adds it to the damage or healing roll of a spell it casts, the mote unravels into a whimsical breeze that pushes the creature horizontally in any direction of the creature's choice, up to a number of feet equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.

Performance of Creation

Starting 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. (See chapter 5, "Equipment," of the PHB for examples of items you can create.)

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 maximum 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

At 6th level, you can imbue the Song of Creation into inanimate objects. 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.


Dancing Item

Large or smaller construct (your choice), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 10 + five times your bard level
  • Speed 30 ft., fly 30 ft. (hover)

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

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

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

Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions

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

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 persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

Silver Tongue

When you join this college 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

Starting 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 of 1st level or higher 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 (a 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, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

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 that 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 talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, 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, unless you expend a spell slot to use it again.

Shroud of Glamour

Starting at 6th level, your own majesty guards you against the beguiling influence of others. You have advantage on saving throws against being charmed.

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 the command spell, 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's spell list. The spells need not be from the same spell list. 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 they 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

Stories of the past hold within them the lessons of history, philosophy, and magic, and while many have been recorded and passed through the generations, many more still remain lost or elude the attentions of mortal minds. Bards of the College of Spirits testify to the power of these hidden tales, and seek out the stories and wisdom of spirits that reside beyond the material realm.

Rare amongst the bardic practices, this esoteric philosophy is misunderstood and even feared. The Spiritual Awakening table offers some possible ways in which you first formed a connection with spirits.

Spiritual Awakening
d6 Event
1 You were possessed by a dark spirit as a child, and its presence left a lingering stain on your soul.
2 You were witness to a magic ritual that summoned spirits through a planar rift into the world.
3 A hag personally took an a role in your upbringing, exposing you to her bizarre magics.
4 You inherited a mystical trinket which has been the symbol of your family for generations.
5 A long-deceased relative visited you in your dreams, divulging a terrible secret that you now carry alone.
6 You spent a considerable amount of time on another plane of existence, interacting with its denizens.

Guidance of the Departed

When you join this college at 3rd level, you tap into the power to contact spirits, and use their words to guide you and others. You learn the guidance cantrip, which doesn't count against the number of cantrips you know. For you, it has a range of 30 feet when you cast it.

You also gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion. Alternatively, you learn two languages of your choice.

Spiritual Focus

At 3rd level, you learn to employ tools of the occult when contacting spirits. When you finish a long rest, you can call on the spirits to provide you with a spiritual focus, which magically appears in an unoccupied space within 5 feet of you. The focus takes the form of one of the following objects of your choice: a candle, a crystal ball, a talking board, a tarokka deck, or a skull. You can use this focus as a spellcasting focus for your bard spells and bardic performances.

You can have only one spiritual focus at a time; if you receive a new one, any previous ones disappear. Your spiritual focus also disappears when you die.

Occult Whispers

Starting at 3rd level, the spirits respond to your inspiring words and reach beyond the veil to assist you. When a creature you can see or hear spends your Bardic Inspiration die, you can use your reaction to roll on the Occult Whispers table to determine the effect bestowed upon you by a particular spirit. You retain this effect until you use it, until you finish a short or long rest, or until you roll on the Occult Whispers table again. If an effect requires a saving throw, the DC equals your spell save DC.

Occult Whispers
d6 Effect
1 The Runaway. When you take damage, you can immediately use your reaction to teleport up to 30 feet to an unoccupied space you can see, as a helpful spirit whisks you from harm. When you teleport, you can choose one willing creature that you can see within 30 feet of you, which can immediately take the same reaction.
2 The Warrior. As a bonus action, you can summon a spectral warrior to strike at a creature you can see within 30 feet of you. Make a melee spell attack against the target. On a hit, the target takes force damage equal to one roll of your Bardic Inspiration die + your Charisma modifier (minimum of 1 damage).
3 The Hidden. As a bonus action, you become invisible until the start of your next turn or until you make an attack. During this time, you can't be targeted by divination magic or perceived by magical scrying sensors, as an intangible spirit conceals your presence.
4 The Trickster. As an action, you turn the power of a mischievous fey spirit upon one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed target must use its action before moving on its turn to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
5 The Acolyte. As a bonus action, you speak words of divine power and touch a willing creature. The creature regains hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier (minimum of 1 hit point).
6 The Unknown. As an action, you unleash the wrath of an otherworldly spirit that emerges from your mouth in a 20-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, a creature takes psychic damage equal to three rolls of your Bardic Inspiration die, or half as much damage on a successful one.

Spirit Session

At 6th level, the spirits provide you with supernatural insights. With your Spiritual Focus in hand, you can perform a special ritual over the course of 1 hour (which can be done during a short or long rest) in which you channel spirits. You can conduct this ritual with any number of willing creatures (which can include yourself).

At the end of the ritual, each creature that participated in the ritual gains temporary hit points equal to your Charisma modifier (minimum of 1 temporary hit point), and you temporarily learn one spell of your choice from any class's spell list.

 

The spell you choose must be of a level you can cast which is no higher than your proficiency bonus (or a cantrip), and it must be from the school of divination, illusion, or necromancy. The chosen spell counts as a bard spell for you, it doesn't count against the number of bard spells you know, and you know the chosen spell until you start your next long rest or until you perform the ritual again.

Mystical Inspiration

At 14th level, you can call upon the wisdom of the spirits to stir and inspire you. When you make an attack roll, ability check, or saving throw while holding your spiritual focus, you can roll a d6 and add the number rolled to the result. You use this feature after making the roll, but before learning whether the roll succeeds or fails.

Once you use this feature, you can't use it again until the start of your next turn.

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, the greatsword, 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 and bardic performances.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Whenever you gain a level in this class that grants the Ability Score Improvement feature, you can replace your choice of Fighting Style with a different one listed below.

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.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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 perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, 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.

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.

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.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

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.

In addition, you can use a shield, or a simple or martial weapon you're proficient with, as a spellcasting focus for your bard spells and bardic performances.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Whenever you gain a level in this class that grants the Ability Score Improvement feature, you can replace your choice of Fighting Style with a different one listed below.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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. Moreover, you can cast one of your cantrips in place of one of those attacks.

Battle Rally

At 14th level, you have mastered the art of weaving musical majesty and weapon use into a single harmonious act. When you use your bonus action to give a creature a Bardic Inspiration die, you can make one weapon attack as part of the same 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 other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

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 extra 2d6 psychic damage to that target. You can use this feature only once per 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 in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 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 or long rest.

Uncanny Delusions

Starting at 6th level, your whispers allow you to harry enemies that try to resist your magic. When a creature succeeds on its saving throw against an enchantment or illusion spell you cast, you can use your reaction to make it reroll the saving throw. The creature must use the new roll.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shadow Whisperer

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 until you use this reaction again.

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 appear as 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 adopt a disguise using this feature, you can't do so again until you finish a 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.

On a failed save, you choose which of the following effects to impose upon the creature:.

Secret-Keeper. The target is charmed by you for the next 8 hours, as it interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

Cutthroat. The target is turned for 1 minute, as it interprets the whispers as a credible and immediate threat upon its life.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Regardless of the effect you choose, it ends early upon the creature if you or your allies attack it, damage it, or force it to make a saving throw. 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.

 

Bardic Performances

The bardic performances are presented in alphabetical order. If a performance has prerequisites, you must meet them to learn it. You can learn the performance at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Allegro

Prerequisite: 12th level


As an action, you can start a performance of rapid-fire music which quickens the movements of your allies and lasts until the end of your next turn. During that time, you and any friendly creatures that start their turn within 30 feet of you increase their walking speed by 10 feet until the end of the turn.

On subsequent turns while performing, you can use a bonus action to maintain this effect, extending its duration until the end of your next turn.

Countercharm

Prerequisite: 6th level


As an action, you can start a performance which weaves musical notes and words of power to disrupt mind-influencing effects and 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 charmed or frightened.

On subsequent turns while performing, you can use a bonus action to maintain this effect, extending its duration until the end of your next turn.

Dance of the Grinning Fool

Prerequisite: 12th level


As an action, you can start a performance which employs satire and misdirection to distract your enemies and lasts until the end of your next turn. During this time, if a hostile creature you can see within 30 feet of you attacks a creature other than you, you can use your reaction to impose disadvantage on the attack roll.

On subsequent turns while performing, you can use a bonus action to maintain this effect, extending its duration until the end of your next turn.

Entrancing Tune

As an action, you start a performance which fascinates and bewilders your enemies and lasts until the end of your next turn. During that time, every creature of your choice within 30 feet of you has disadvantage on Wisdom (Insight) and Wisdom (Perception) checks. Creatures that cannot be charmed are immune to this performance's effect, and if an affected creature is attacked, targeted by a harmful spell, or damaged by you or one of your allies, it becomes immune to your performance for 24 hours.

On subsequent turns while performing, you can use a bonus action to maintain this effect, extending its duration until the end of your next turn.

Hymn of the Stone Soldier

As an action, you start a performance of words and music which inures your allies to unwanted physical influences and lasts until the end of your next turn. During that time, whenever you or any friendly creature is pushed or pulled against their will, they can use their reaction to reduce the distance they are moved by up to 10 feet (to a minimum of 0 feet).

On subsequent turns while performing, you can use a bonus action to maintain this effect, extending its duration until the end of your next turn.

Loremaster's Etude

You play a musing melody to bolster the minds and memories of your allies, which you perform uninterrupted during a short rest for yourself and any friendly creatures. If you complete the performance, an affected creature gains advantage on the first Intelligence check it makes before the end of its next short or long rest. Once a creature receives this benefit from you, that creature can't receive it again until it finishes a long rest.

Marching Ballad

You play a steady rhythm to spur your allies through harsh treks, which you perform uninterrupted for at least 2 hours during a day of travel for yourself and any friendly creatures. If you complete the performance, an affected creature can travel for up to 10 hours that day (rather than 8) before risking exhaustion as the result of a forced march (see "Travel Pace" in chapter 8 of the PHB).

Mummer's Farce

Prerequisite: 6th level


As an action, you start a performance that uses pantomime to conjure an illusory surface and lasts until the end of your next turn. When you start the performance, you magically create an invisible 10-foot-by-10-foot panel within your reach; the panel is a flat surface 1/4 inch thick, rising from the ground and perpendicular to it.

Creatures and objects cannot pass through the panel, and it provides total cover to anything behind it. The panel is otherwise insubstantial. A creature can use its action to inspect the panel, making an Intelligence (Investigation) check contested by your Charisma (Performance) check. On a success, the panel becomes insubstantial to it.

On subsequent turns while performing, you can use a bonus action to maintain this effect, extending its duration until the end of your next turn.

This performance lacks verbal and material components, and it doesn't end early if you are silenced. A creature can be affected by this performance even if it can't hear you, but it is unaffected if it can't see you.

Ode to the Fallen King

Prerequisite: 6th level


You use stirring poetry to stave off grim influence in your allies, which you perform uninterrupted throughout a short rest for yourself and any friendly creatures. If you complete the performance, the first time each that an affected creature makes a death saving throw before its next short or long rest, it can reroll the d20 once and must use the new roll.

Song of Rest

You use soothing music or oration to help revitalize your wounded allies, which you perform uninterrupted throughout a short rest for yourself and any friendly creatures. If you complete the performance, an affected creature that regains hit points by spending Hit Dice at the end of that rest also regains extra hit points equal to one roll of your Bardic Inspiration die (you don't spend any Bardic Inspiration dice you have).

 

Bard Spells

The list of bard spells below is presented in alphabetical order, sorted by spell level. The spell list notes which bard spells are rituals, and spells which were not originally included in the bard spell list are written in bolded italics.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Xanathar's Guide to Everything) or two asterisks (a spell in Tasha's Cauldron of Everything).

List of Spells

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Friends
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Thunderclap *
  • True Strike
  • Vicious Mockery
  • Word of Radiance *
1st Level
  • Animal Friendship
  • Bane
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages (ritual)
  • Cure Wounds
  • Detect Magic (ritual)
  • Disguise Self
  • Dissonant Whispers
  • Earth Tremor *
  • Faerie Fire
  • Feather Fall
  • Healing Word
  • Heroism
  • Identify (ritual)
  • Illusory Script (ritual)
  • Longstrider
  • Silent Image
  • Sleep
  • Speak with Animals (ritual)
  • Tasha's Hideous Laughter
  • Thunderwave
  • Unseen Servant (ritual)
2nd Level
  • Aid
  • Animal Messenger (ritual)
  • Blindness/Deafness
  • Calm Emotions
  • Cloud of Daggers
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants (ritual)
  • Locate Object
  • Magic Mouth (ritual)
  • Mirror Image
  • Phantasmal Force
  • Pyrotechnics *
  • See Invisibility
  • Shatter
  • Silence (ritual)
  • Skywrite * (ritual)
  • Suggestion
  • Warding Bond
  • Warding Wind *
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Catnap *
  • Clairvoyance
  • Dispel Magic
  • Enemies Abound *
  • Fear
  • Feign Death (ritual)
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress **
  • Leomund's Tiny Hut (ritual)
  • Major Image
  • Mass Healing Word
  • Nondetection
  • Plant Growth
  • Sending
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Stinking Cloud
  • Tiny Servant *
  • Tongues
4th Level
  • Charm Monster *
  • Compulsion
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
5th Level
  • Animate Objects
  • Awaken
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond (ritual)
  • Scrying
  • Seeming
  • Skill Empowerment *
  • Synaptic Static *
  • Teleportation Circle
6th Level
  • Eyebite
  • Find the Path
  • Guards and Wards
  • Heroes' Feast
  • Mass Suggestion
  • Otto's Irresistible Dance
  • Programmed Illusion
  • True Seeing
7th Level
  • Divine Word
  • Dream of the Blue Veil *
  • Etherealness
  • Forcecage
  • Mirage Arcana
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Power Word Pain *
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Symbol
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Mind Blank
  • Power Word Stun
9th Level
  • Foresight
  • Mass Polymorph *
  • Power Word Heal
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream *
  • True Polymorph

Class Changes

The most notable changes to the bard class as presented in this handbook involve the introduction of the Bardic Performance feature, and the incorporation of existing musical bard features. Other changes largely involve rebalancing of subclass features in order to lessen the discrepancy between those subclasses which are perceived as mechanically powerful and those that are not.

Bardic Performance. This is a new feature, which provides new options for bards to choose for their performances. The previously-existing features Song of Rest (2nd-level) and Countercharm (6th-level) are included amongst the list of options for this feature.

Magical Inspiration. The bard gains this feature at 3rd level, instead of 2nd level.

Ability Score Improvement. The bard can now replace one of its choices for the Expertise feature, or one of its Bardic Performances, each time they gain this feature from this class.

Superior Inspiration. The bard now gains two additional Bardic Inspiration dice, instead of regaining an expended use Bardic Inspiration when it rolls initiative with no uses left.

College of Creation

The changes to the College of Creation are listed below.

Mote of Potential. This feature now provides an additional benefit to a creature that expends the bard's Bardic Inspiration in conjunction with Magical Inspiration.

College of Glamour

The changes to the College of Glamour are listed below.

Shroud of Glamour. This is a new feature.

College of Spirits

The changes to the College of Spirits are listed below.

Guidance of the Departed. Renamed from Guiding Whispers, the guidance spell granted by this feature has a range of 30 feet (previously 60 feet). In addition, the bard gains a proficiency of their choice from a list of available skills, or they learn any two languages of their choice.

Spiritual Focus. The bard can now magically create a spiritual focus at the end of a long rest. At 6th level, this feature no longer grants the bard a d6 bonus to their spells that restore hit points or deal damage.

Occult Whispers. This is a feature which rebalances and replaces the 3rd-level feature Tales From Beyond.

Spirit Session. This feature now provides temporary hit points to each participating creature, the spell the bard gains can also be from the school of illusion, and the parameters of the spiritual ritual have been slightly altered.

Mystical Inspiration. This is a new feature, which replaces the Mystical Connection feature.

College of Swords

The changes to the College of Swords are listed below.

Bonus Proficiencies. The bard now also gains proficiency with the greatsword.

Fighting Style. The bard now also gains access to the Interception style option.

Extra Attack. The bard can now cast a cantrip in place of one of the attacks they make as part of the Attack action.

College of Valor

The changes to the College of Valor are listed below.

Bonus Proficiencies. The bard can now use a simple or martial weapon, or a shield, as a spellcasting focus for their bard spells.

Fighting Style. This is a new feature, which grants the bard access to a list of available Fighting Style options.

Extra Attack. The bard can now cast a cantrip in place of one of the attacks they make as part of the Attack action.

Battle Rally. This is a new feature, which replaces Battle Magic and allows the bard to make a weapon attack as part of the bonus action it takes to give a creature a Bardic Inspiration die. This change is designed to free up the bard's action economy in high-tier gameplay.

College of Whispers

The changes to the College of Whispers are listed below.

Uncanny Delusions. This is a new feature.

Shadow Whisperer. Renamed from Mantle of Whispers, the bard can retain the shadow it captures until it uses the shadow or uses the reaction again (previously, it retained the shadow until it used the shadow or finished a long rest). Once the bard adopts its disguise of a captured shadow, it can't do so again until it finishes a long rest.

Shadow Lore. When a creature fails its saving throw against this feature, the bard can impose one of two effects, instead of only being able to charm the creature. The two effects are a charm-based one (the original effect) and a fear-based one.

Bardic Performances

Many of the Bardic Performances are new features; some of these performances previously existed as bard features, and their changes are listed below.

Countercharm. On subsequent turns while performing Countercharm, the bard can use a bonus action to maintain the performance, extending its duration until the end of the next turn.

Song of Rest. The additional hit points restored to the song's recipients equal one roll of the bard's Bardic Inspiration die, in order to simplify die size tracking.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Anna Podedworna (© CD PROJEKT; pg 2)
  • JennyEight (DeviantArt; cover)
  • Paizo, Inc. (© Paizo; pg 10)
  • Studio Agate (© Studio Agate; pg 12)
  • Wizards of the Coast (© Wizards; pg 5, 8, 14)

Thank You ...

... for taking the time to read this reimagining of the Bard class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

Open Game License

Version 1.0a

The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

  1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.

  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.

  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.

 
 
 

  1. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  2. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

  3. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  4. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  5. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  6. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  7. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  8. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  9. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  10. COPYRIGHT NOTICE
    Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.


      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

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