Bard 5e Class and Subclass Changes/Additions

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Bard

Additional Spells

1st-level bard feature


Cantrips (0 Level)
  • Earworm
1st Level
  • Cause Fear (XGE)
  • Ditty of Damage
  • Gift of Alacrity (EGtW)
  • Tenser's Floating Disk (PHB)
2nd Level
  • Aria of Grace
  • Encore
  • Fortune's Favor (EGtW)
  • Immovable Object (EGtW)
  • Shielding Soiree
  • Wristpocket (EGtW)
3rd Level
  • Shanty of Stability
  • Thunder Crash
  • Tiny Servant (XGE)
4th Level
  • Ballad of Clarity
5th Level
  • Banshee Wail
  • Passwall (PHB)
6th Level
  • Scatter (XGE)
  • Tenser's Transformation (XGE)
7th Level
  • Anthem of Action
  • Power Word: Pain (XGE)

Countercharm

6th level bard feature


At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 60 feet of you can end one effect that is causing the frightened or charmed condition.

A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Neverending Inspiration (Optional)

20th level, which replaces Superior Inspiration


At 20th level, you gain an unlimited number of uses of your Bardic Inspiration feature.

New Spells

Anthem of Action

7th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (3 coffee beans, worth 250 gp each which the spell consumes)
  • Duration: Concentration, up to 1 minute

You shout out a victorious war cry to energize your allies. Choose 3 creatures that can hear you within range. While effected by this spell, the creature gains one additional action and bonus action per turn.

Aria of Grace

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a cat's whisker)
  • Duration: 10 minutes

This sweet harmony protects you and your allies. Each allied creature gains 1d6 in temporary hit points. The movement speed of the effected creature increases by 15 feet for the duration of the spell.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 1d6 for each level above 2nd.

Ballad of Clarity

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 hour

You sing out to your allies and make their aim strike true. Each allied creature within the the radius can add an additional +1 to attack rolls and spell attack roll. The allied creature must be able to hear you.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2. When you use a spell slot of 8th level or higher, the bonus increases to +3.

Banshee Wail

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You let out a mournful cry to one creature within range. It must succeed on a Constitution saving throw or be stunned for the duration. The target can make another Constitution saving throw at the end of its turn. On success, the spell ends.

Ditty of Damage

1st-level enchantment


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

You begin a catchy little tune to help your allies in the thick of battle. Each allied creature within the the radius can add an additional +1 to damage rolls of their weapons and spells. The allied creature must be able to hear you.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the damage bonus by +1 for each slot level above 1st.

Earworm

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You vocalize an extremely catchy jingle that seeps its way into the heads of your enemies. The target must succeed on an Wisdom saving throw or take 1d6 thunder damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.


At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Encore

2nd-level enchantment


  • Casting Time: 1 reaction, to an ally succeed on an attack roll
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Upon an ally within range successfully hitting a creature, you can use your reaction to inspire a boost to their fighting spirit. They can make additional attack roll with the weapon or spell attack they just made on the same target.

Shanty of Stability

3rd-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (an instrument)
  • Duration: Concentration, up to 1 hour

Your vocal performance steadies you and your allies. Choose any number of allied creatures within range (you can choose yourself). The next Strength, Dexterity, or Constitution ability check or saving throw will be made with advantage. A creature can only be effected by this spell once per casting.

Shielding Soiree

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a tiny mirror)
  • Duration: Concentration, up to 1 minute

You start out a delicate tune that protects those around you. Choose a number of creatures equal to your spell casting modifier. Those creatures then gain a +1 to AC for the duration of the spell.


At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, you can target one additional creature for each level above 2nd.

Thunder Screech

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (100 foot cone)
  • Components: V, M (a small balloon and a pin)
  • Duration: Instantaneous

You project a sudden burst of intense noise. Each creature within the area must succeed make a Constitution saving throw. On failure they take 6d6 thunder damage and are pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.


In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 500 feet.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pushed increases by 5 feet for each slot level above 3rd.

 

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