Half-Caster Bard
A whirling and dancing pirate captain leads a crew to overtake a ship, the simple bandits of the sea becoming something more by her very presence. A grim commander shouts orders as he leads his men to their last battle. The boring calm of a small village is forever changed by a mysterious wanderer, infecting the locals with the whimsy and shadow of the Feywild.
These are all bards - using song and oratory to encourage, charm, protect or frighten. Jacks of all trades and masters of none, bards are capable of achieving many things through magic and skill - but a bard's true power lies in her ability to heighten and augment the abilities of her companions to triumph over any challenge.
Who is this for?
5E's original bard is a full caster. For many GMs and campaign worlds, bards do not fit the idea of what a full caster should be. This alternative bard is meant for those that want a bard to be a jack of all trades, but master of none.
While certainly not as powerful as a full caster by the late stages of the game, this bard is still meant to be a powerful, versatile, and mechanically robust addition to your games.
Song, Sword & Sorcery
This alternate bard has a casting progressions similar to that of the Artificer. In return, many of the bard's existing abilities have been amplified, a few new ones have been added, and the underwhelming Countercharm and Song of Rest have been changed and folded into a new core ability of the class: Bardic Song. This new ability should prove to be a versatile and diverse addition to the bard's toolkit.
To prevent this plethora of new abilities to make all bards feel the same, and to further compensate for the loss of power from casting, all bard subclasses have been radically expanded - while still keeping all of their original features.
Class Features
As a half-caster bard, you gain the following class features:
Hit Points (same as original bard)
- Hit Dice: 1d8 per bard level
- 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 (same as original bard)
- 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
Equipment (same as orignal bard)
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) a longsword, or (c) any simple weapon
- (a) a diplomat's pack or (b) an entertainer pack
- (a) a lute or (b) any other musical instrument
- Leather armor and a dagger
Spellcasting (changed to half-casting!)
As a part of your vast breadth of knowledge, you learn an array of magical spells, shaped by your artistry and music. See chapter 10 of the PHB for the general rules of spellcasting, and use the Original's bard spell list - but only going up to the 5th level spells.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Half-Caster Bard table.
Spell Slots
The Half-Caster Bard table shows how many spell slots you have to cast your 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 two 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Half-Caster Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th 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.
Half-Caster Bard
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Bardic Inspiration (d6, Cha uses) | 2 | 2 | 2 | — | — | — | — |
2nd | +2 | Jack of All Trades, Bardic song (rest) | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Bard College, Expertise | 2 | 3 | 3 | — | — | — | — |
4rd | +2 | Ability Score Improvement, Disharmony | 3 | 4 | 3 | — | — | — | — |
5th | +3 | Bardic Inspiration (d8, Cha +1 uses), Bardic Song (Vigilance) | 3 | 4 | 4 | 2 | — | — | — |
6th | +3 | Magical Secrets, Bard College Feature | 3 | 6 | 4 | 2 | — | — | — |
7th | +3 | Uncanny Dodge | 3 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — |
9th | +4 | Expertise | 3 | 8 | 4 | 3 | 2 | — | — |
10th | +4 | Bardic Inspiration (d10, Cha +2 uses), Bard College Feature | 4 | 8 | 4 | 3 | 2 | — | — |
11th | +4 | Magical Secrets | 4 | 10 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | — | — |
13th | +5 | Bardic Song (Countercharm) | 4 | 11 | 4 | 3 | 3 | 1 | — |
14th | +5 | Bard College Feature | 4 | 12 | 4 | 3 | 3 | 1 | — |
15th | +5 | Bardic Inspiration (D12, Cha +3 uses) | 4 | 12 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 13 | 4 | 3 | 3 | 2 | — |
17th | +6 | Bardic Song (Endless Inspiration) | 4 | 13 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magical Secrets, Bard College Feature | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Effortless Performance | 4 | 16 | 4 | 3 | 3 | 3 | 2 |
Spellcasting Ability (same as original bard)
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
Spell attack modifier
Ritual Casting (same as original bard)
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus (same as original bard)
You can use a musical instrument (found in chapter 5 of the PHB) as a spellcasting focus for your bard spells.
Bardic Inspiration (Changed!)
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 gain an extra use of this ability at levels 5, 10, and 15. You regain any expended uses when you finish a short or 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.
[Summary of Changes]
Same as original bard, but font of inspiration has been rolled into the core ability (regenrates at short or long rest) and gains extra uses at levels 5, 10, and 15.
Jack of All Trades (same as original bard)
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 Song (New Main Feature!)
Bards function as beacons for their allies. With song and music, you can uplift the spirits of your friends, and help them achieve greater deeds. Starting out with only one song at 2nd level, a bard slowly expands their repertoire over their career, as shown in the class table.
As an action, you may initiate a bardic song. Singing a bardic song requires your concentration (see chapter 10 of the PHB), and can be sustained as long as you maintain concentration. You may only sing one song at a time.
As long as you are singing, you cannot hide or use stealth. You cannot sing quietly or stop singing without breaking concentration and losing the benefits of the song. Bardic songs can only affect those who hear them, so they do not work in areas of silence or similar conditions. You cannot speak while singing, but you may still cast spells with a verbal component, which are merged into the song.
Unless otherwise noted, a bardic song is not a magical effect.
Song of Rest (no longer a seperate feature)
At 2nd level, you learn the song of rest, allowing you to revitalize your allies with soothing music during a short rest.
For this song to take effect, you must sing for at least 10 minutes during the short rest. If you or any ally who can hear you use hit dice to heal at the end of the short rest, you may add a die equal to your bardic inspiration die to that healing.
College Song 1
At 3rd level, you learn a second bardic song, which depends on your bard college - as detailed in your subclass features.
Song Of Vigilance
At 5th level, you learn the song of vigilance, allowing you to heighten the awareness of your allies to your surroundings by playing tense, low tones.
While you're singing this song, any ally who can hear you within 60 ft (but not yourself) may add a die equal to your bardic inspiration die to their initiative rolls, and has advantage on perception checks based on sight.
College Song 2
At 10th level, you learn a fourth bardic song, which depends on your bard college - as detailed in your subclass features.
Song of Countercharm (no longer a seperate feature)
At level 13, you learn the song of countercharm, allowing you to inspire mental resilience of your allies with music that emboldens the heart.
While you're singing this song, you and any ally who can hear you within 30 ft have immunity to fear and charm effects.
Song of Endless Inspiration
At level 17, you learn the song of endless inspiration, allowing you to inspire your allies with unmatched consistency.
While you're singing this song, you may give out one d6 inspiration die on each of your turn without spending any actions or resources. These dice immediately vanish if you stop singing this song.
Bard College (Added features!)
At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.
Expertise (same as original bard, but at different levels)
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 9th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement (same as original bard)
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.
Disharmony (New Feature!)
At 4th level, you learn to imbue your attacks with a disharmonious screech.
Once per round, when you deal damage to a creature, you may also inflict thunder damage on that creature. The amount of thunder damage equals your bardic inspiration die - a d6, d8, d10 or d12, depending on your level. This feature can only be used on one creature per round.
Magical Secrets (same as original bard, but at different levels)
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Half-Caster 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 11th level and again at 18th level.
Uncanny Dodge (as rogue)
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Effortless Performance (New Feature!)
At 20th level, you no longer need to maintain concentration on your bardic songs. All other limitations still apply, and you can still only be singing one bardic song at a time.
Bard Colleges (Added features!)
The half-caster bard uses the same bard colleges as the original bard, as presented in the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.
They all have their original features, as well as new features at levels 3, 10, and 18. At levels 3 and 10, they learn the bardic songs unique to their college (see Bardic Song.) At level 10, they also gain a unique improvement affecting all their songs. Finally, at level 18, they gain a new subclass feature, unrelated to their Bardic Song ability.
College of Lore
The College of Lore is found in the Player's Handbook.
Bonus Proficiencies (same as original bard)
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words (same as original bard)
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.
Song of Lore (college Song 1)
At 3rd level, you learn the song of lore, allowing you to utilize your knowledge, especially that of spells.
In the beginning of each of your turns while singing this song you gain a smattering of arcane intuition, increasing the DC of all spells you cast during that turn by 1. This effect works even if you cease concentrating on your Song of Lore, as long as you've began your turn concentrating on it.
In addition, while you're singing this song all allies who can hear you within 60 feet (but not you) can substitute any of their ability modifiers with your intelligence modifier for the purposes of any roll except saving throws. This includes ability checks, attacks, damage rolls, and any other roll to which they would normally add one of their ability modifiers.
Additional Magical Secrets (same as original bard)
At 6th level, you learn two spells of your choice from any class. 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 don't count against the number of bard spells you know.
Song of Arcane Power (College Song 2)
At level 10, you learn the song of arcane power, allowing you to evoke the deep magic within your allies – despite the song not being magical unto itself.
While you're singing this song, all spells cast by you or by your allies that can hear you within 30 feet are considered to have been cast using a spell slot that is one level higher than the one that was actually used.
So, a spell that was cast using a 1st level spell slot will be considered as if it had been upcast at 2nd level, and so forth, up to a spell that was cast using a 8th level slot which will be considered to have been upcast at 9th. This song does not affect spells that used a 9th level spell slot, or spells that were not cast by expending a spell slot.
Erudite Hymns (song improvement)
Also at level 10, you start imbuing your bardic songs with your uncanny knowledge of magic. When singing any bardic song, any allies affected by your bardic song have advantage on arcana and history checks.
In addition, while singing a bardic song, you may maintain two concentration effects at the same time. You may do so for a number of rounds equal to your intelligence modifier per day, which do not have to be consecutive.
Peerless Skill (same as original bard)
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.
Lorespell (New Feature!)
At level 18, your knowledge of magic becomes unparalleled. At the end of a long rest, you may prepare one spell, from any class spell list. You can cast this spell as if it was one of your known spells until you finish another long rest. The spell must be of 5th level or below, and your casting ability for it is Intelligence, not Charisma.
College of Valor
The College of Valor is found in the Player's Handbook.
Bonus Proficiencies (same as original bard)
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration (same as original bard)
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.
Song of Valor (College Song 1)
At level 3, you learn the song of valor, allowing you to fill the hearts of your friends with gallantry in combat. While you're singing this song, you and any ally that can hear you within 30 ft add your proficiency modifier to weapon damage rolls, and have advantage on saving throws against fear.
Extra Attack (same as original bard)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Song of Tenacity (College Song 2)
At level 10, you learn the song of tenacity, allowing you to help your allies to withstand anything. While you're singing this song, you and allies who can hear you within 30 ft get temporary hit points equal to your charisma bonus (minimum 1) at the beginning of each of your turns.
Heroic Hymns (song improvement)
Also at level 10, your songs start inspiring your allies to match the great deeds of the heroes of old. As long as you're singing any bardic song, any ally who can hear you within 60 ft (but not you) has advantage on Strength and Constitution ability checks and saving throws.
Battle Magic (same as original bard)
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Last Stand (New Feature!)
At level 18, during times of true crisis, when all seems lost, you can call on your allies to stand up and fight.
When you or any ally within 60 ft are dropped to 0 hit points or are subjected to an effect that would cause immediate death, you may immediately use your reaction to call for a last stand. The target drops to 1 hit point instead, and you and up to 10 willing allies who can hear you within 60 ft gain temporary hit points equal to 10 * your Charisma modifier (minimum 10).
As long as a character has these hit points, they have advantage on all saving throws and cannot be poisoned, and any melee weapon hit they make deals an extra 1d12 force damage. In addition, they may take one extra action on their first turn after receiving these hit points.
At the end of combat, all benefits of the last stand are gone, and every affected creature suffers two points of exhaustion. Once you've used this ability, you cannot use it again for one week.
College of Glamour
The College of Glamour is found in Xanathar's Guide to Everything.
Mantle of Inspiration (same as original bard)
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 who 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 (same as original bard)
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 speaks to it, and it hinders anyone who opposes you, avoiding 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.
Song of Glamour (College Song 1)
At level 3, you learn the song of glamour, allowing you to subtly enchant and confuse those around you and prevent them from fighting. While you're singing this song, anyone who can hear you treats all others (except you) as if they are under a sanctuary spell you've cast.
Unlike most bardic songs, this song is a magical effect. You cannot exclude creatures from this effect.
Mantle of Majesty (same as original bard)
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 Command, 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.
Song of Fury (College Song 2)
At level 10, you learn the song of the fury, allowing you to tap into the dark wrath of the feywild.
While you're singing this song, any friendly creature that can hear you within 30 ft may use a bonus action to enter a fury, mechanically identical to a first level barbarian's rage except it isn't impacted by heavy armor. That rage lasts for 10 rounds or until you've stopped singing the song of fury, whichever is earlier. As soon as the rage ends, the creature takes a point of exhaustion.
In addition, while singing this song, you may use your action to infest the mind of a creature with wrath. One target within 60 ft makes a wisdom saving throw against your spell DC. If it fails, it cannot cast spells or concentrate on them for 10 rounds or as long as you're singing, the earlier of the two. At the end of each of its turns, the target can make a wisdom saving throw. If it succeeds, the effect ends. A target that saves against the effect is immune to your song of fury for 24 hours. If the target cannot hear you, the effect fails automatically.
Captivating Hymns (song improvement)
Also at level 10, an alluring quality starts seeping into your songs, making it difficult for others to target you. While you're singing any bardic song, anyone attempting to target you has to make a wisdom saving throw to do so, as if you were under the effect of a sanctuary spell you've cast. This is not a magical effect.
Unbreakable Majesty (same as original bard)
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.
Mantle of the Fey (New Feature!)
At level 18, you gain the ability to embrace the power of the fey. When you use your mantle of inspiration or mantle of majesty abilities, you may don the mantle of the fey as well. For a number of rounds equal to your Charisma bonus, your type changes to fey, and you cannot be affected by any effects that would not work on fey. As long as you are under this effect, you may cast Confusion, Detect Thoughts, Entangle, Polymorph and Sleep without expending a spell slot or needing to know the spell. You have advantage on saving throws against being charmed, and magic can't put you to sleep. If you have fey ancestry, you become immune to being charmed for the duration.
Once you've used this ability, you cannot use it again until you've finished a long rest.
College of Swords
The College of Swords is found in Xanathar's Guide to Everything.
Bonus Proficiencies (same as original bard)
When you join the College of Swords at 3rd level, you gain proficiency with medium armor 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.
Fighting Style (same as original bard)
At 3rd level, you adopt a particular 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 you later get to choose again.
-
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.
-
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 (same as original bard)
At 3rd level, you learn to conduct 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.
-
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.
-
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.
Song of Swords (College Song 1)
At 3rd level, you learn the song of swords, allowing you to sing a tune of mastery and elegance. While singing this song, you may perform one flourish per turn without expending a bardic inspiration die. You use a d4 for this flourish. You may not perform another flourish in the same turn with the flourish provided by the song of swords. In addition, you and every ally that can hear you are considered proficient with all melee slashing weapons as long as you're singing this song.
Extra Attack (same as original bard)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Song of the White Raven (College Song 2)
At level 10, you learn the song of the white raven, allowing you to attune yourself and your allies to the artistry of war. As long as you're singing this song, any ally that can hear you and has a bardic inspiration die you granted may use that die as if it was a superiority die, and can use it to execute one of the following combat maneuvers from the battle master maneuver list: Bait and Switch, Disarming Attack, Evasive Footwork or Trip Attack. In addition, you may spend bardic inspiration uses as a superiority dice yourself. If you do so, you may use it for any of the preceding maneuvers, or for the Commander's Strike maneuver.
Any character with access to their own maneuvers can use the inspiration dice as superiority dice for those instead.
Daring Hymns (song improvement)
Also at level 10, you start imbuing your bardic songs with the audacious spirit of adventure. While you're singing one of your bardic songs, you and any ally who can hear you gain 10 ft of movement, have advantage on acrobatics checks, and opportunity attacks against any of you have disadvantage.
Master's Flourish (same as original bard)
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.
Sword Dance (New Feature!)
At level 18, you gain the ability to initiate a sword dance – a burst of speed and grace in combat. At the beginning of your turn, you may initiate a sword dance. For that turn, your attack action lets you make 4 attacks. If you're using a melee slashing weapon, you may roll extra slashing damage equal to your inspiration die to each of your hits. Until the beginning of your next turn, all attacks against you have disadvantage, any melee attack against you provokes an opportunity attack from you, and you can make opportunity attacks without expending your reaction.
Once you've used this ability, you cannot initiate another sword dance until you've finished a short or long rest.
College of Whispers
The College of Whispers is found in Xanathar's Guide to Everything.
Psychic Blades (same as original bard)
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 additional 2d6 psychic damage to that target. You can do so only once per round on your 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 (same as original bard)
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 and fear into 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 rest or long rest.
Song of Whispers (College Song 1)
At 3rd level, you learn the song of whispers, allowing you to infest the area around you with a haunting hymn, disturbing the minds of your foes - especially those who have magical powers. While singing this song, any opponent ending their turn within your melee reach has to make a wisdom saving throw or become vulnerable to psychic damage for as long as you're singing this song. They can remake the save at the beginning of each of their turns, ending the effect on a success. In addition, any opponent within 30 ft of you attempting to cast a spell has to make a DC 10 concentration saving throw. If they fail, the spell does not work - but the spell slot is still spent, if applicable.
Mantle of Whispers (same as original bard)
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 you finish a long rest.
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 look like 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 capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Song of Dread (College Song 2)
At level 10, you learn the song of dread, allowing you to fill the hearts and minds of your opponents with fear. While you're singing this song, any opponent moving to within 30 ft of you or starting their turn within 30 ft of you has to make a wisdom saving throw against your spell save DC or be frightened of you for as long as you're singing and they can hear you. An opponent who makes their save are immune to your song of dread for 1 minute.
Whispered Hymns (song improvement)
Also at level 10, you start imbuing your faintest whispers with the force of your personality. You can now use any bardic song effect with subsonic whispering. Any target within 60 ft of you doesn't need to be able to hear you to be affected by your songs, and your songs no longer reveal your presence and location – you can hide and stealth normally while subsonic singing.
You are still incapable of normal speech while singing, and are still loud when casting spells with vocal components.
Shadow Lore (same as original bard)
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.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the 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.
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.
Spelldeath (New Feature!)
At level 18, you gain the ability to invade the minds of others and rob their magical ability. When you use your psychic blades ability on a creature with spellcasting, that creature has to make a wisdom saving throw against your spell DC. A creature with innate spellcasting makes this save at disadvantage. On a failure, that creature cannot cast spells. They can remake the save at the end of each of their turns, ending the effect on a success.
College of Creation
The College of Creation is found in Tasha's Cauldron of Everything.
Mote of Potential (same as original bard)
When you join the College of Creation at 3rd level, 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, or a saving throw, 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).
Performance of Creation (same as original bard)
Also 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. For examples of items you can create, see the equipment chapter of the Player's Handbook.
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 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).
Song of Creation (College Song 1)
At 3rd level, you learn the song of creation, allowing you to empower the making of new things around you. You and all allies within 30 ft have advantage on all tool checks, and all spells of 1st level or higher you and all allies within 30 feet cast gain the benefit of the extended spell metamagic if they are eligible for it.
Animating Performance (same as original bard)
By 6th level, 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 (found in Tasha's Cauldron of Everything), 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.
Song of Cosmic Fire (College Song 2)
At level 10, you learn the song of cosmic fire, allowing you to access the raw primeval energy at the heart of creation. When you initiate singing this song, you may pick a number of creatures up to your charisma bonus (minimum 1) within 30 ft of you. While you're singing this song, and as long as they can hear you, these creatures have resistance to fire and radiant damage.
In addition, while singing this song, you may spend a bardic inspiration use as your action to unleash a blossom of cosmic fire. You create a 10 foot radius sphere of cosmic fire within 60 feet of you. Each creature within the blossom must make a Wisdom saving throw. If it fails, it takes 6d10 fire or radiant damage (your choice) and is blinded until the end of your next turn. If a creature succeeds on its saving throw, it only takes half damage, and isn't blinded. The damage is improved to 6d12 at level 15. A creature that cannot hear you is immune to this effect.
Unlike most bardic songs, the song of cosmic fire is a magical effect.
Creative Hymns (song improvement)
Also at level 10, you start imbuing your bardic songs with the forces of creation within you. While you're singing a bardic song, anyone hearing you who's rolling an inspiration die you've given adds +1 to the result.
Creative Crescendo (same as original bard)
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.
True Animation (New Feature!)
At level 18, you may create an inanimate sculpture and breath life into it. The creation of the sculpture takes six full days of work, and costs 1,000 gp in marble or sandstone. Once the statue is finished, you spend a full day on the ritual of animation, singing it to life as an automaton.
Your automaton has the statistics of a stone construct spirit, as if you had cast the summon construct spell at 5th level – except the duration of the spell would become instantaneous. Your automaton cannot naturally heal, but it can be healed by magical means. You may also use bardic inspiration as an action to heal it for your bardic inspiration roll + your charisma modifier. If your automaton is dropped to 0 hit points, it becomes inert, and the ritual of animation is needed to bring it back to life.
If you create another automaton, your previous automaton turns to dust.
College of Eloquence
The College of Eloquence is found in Tasha's Cauldron of Everything.
Silver Tongue (same as original bard)
Starting 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 (same as original bard)
Also 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.
Song of Eloquence (College Song 1)
At 3rd level, you learn the song of Eloquence, allowing you to smoothen social interactions around you. While you're singing this song, every creature who can hear you has advantage on persuasion and deception, and disadvantage against spells or effects which impose the charmed condition.
Unfailing Inspiration (same as original bard)
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 to use it again.
Song of Vitality (College Song 2)
At 10th level, you learn the song of vitality, allowing you to heal and support your comrades with comforting tones. While singing this song, you and all allies within 60 ft are immune to poison and disease.
In addition, you may use a bardic inspiration use as an action to heal those around you. Roll your bardic inspiration die, and heal everyone affected by this song for that amount of hit points.
Fluent Hymns (song improvement)
Also at level 10, your bardic songs start flowing through you more smoothly. You can initiate a bardic song as a bonus action.
Infectious Inspiration (same as original bard)
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 (minimum of once), and you regain all expended uses when you finish a long rest.
Glibness (New Feature!)
At level 18, you can cast Glibness without spending a spell slot. Once you've used this ability, you can't use it again until you've finished a long rest.