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Bard

H
umming as she traces her fingers over an
ancient monument in a long-forgotten ruin, a Class Features
half-elf in rugged leathers finds knowledge As a bard, you gain the following class features.
springing into her mind, conjured forth by the
magic of her song-knowledge of the people Hit Points
who constructed the monument and the Hit Dice: 1d8 per bard level
mythic saga it depicts. Hit Points at 1st Level: 8 + your Constitution modifier
A stern human warrior bangs his sword rhythmically Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
against his scale mail, setting the tempo for his war chant and modifier per bard level after 1st
exhorting his companions to bravery and heroismo The
magic of his song fortifies and emboldens them. Laughing as Proficiencies
she tunes her cittern, a gnome weaves her subtle magic over Armor: light armor
the assembled nobles, ensuring that her companions' words Weapons: simple weapons, hand crossbows, longswords,
will be well received. rapiers, shortswords
Whether scholar, skald, ar scoundrel, a bard weaves magic Tools: three musical instruments of your choice
through words and music to inspire allies, demoralize foes, Saving Throws: Dexterity, Charisma
manipulate minds, create illusions, and even heal wounds. Skills: Choose any three.
Equipment
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 (b) an entertainer’s pack
(a) a lute or (b) any other musical instrument
Leather armor and a dagger

BARD
1
Bard
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting 2 4 2 — — — — — — — —
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 — — — — — — — —
3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Font of 3 8 4 3 2 — — — — — —
Inspiration
6th +3 Countercharm, Bard College Feature 3 9 4 3 3 — — — — — —
7th +3 — 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —
10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2 — — — —
Magical Secrets
11th +4 — 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets 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 Song of Rest (d12) 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 4 22 4 3 3 3 3 2 2 1 1

Spellcasting
You have learned to untangle and reshape the fabric of reality Spells Known of 1st Level and Higher
in harmony with your wishes and music. Your spells are part You know four 1st-level spells of your choice from the bard
of your vast repertoire, magic that you can tune to different spell list. The Spells Known column of the Bard table shows
situations. when you learn more bard spells of your choice. Each of
these spells must be of a level for which you have spell slots,
Cantrips as shown on the table. For instance, when you reach 3rd level
You know two cantrips of your choice from the bard spell list. in this class, you can learn one new spell of 1st or 2nd level.
You learn additional bard cantrips of your choice at higher Additionally, when you gain a level in this class, you can
levels, as shown in the Cantrips Known column of the Bard choose one of the bard spells you know and replace it with
table. another spell from the bard spell list, which also must be of a
level for which you have spell slots.
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.

BARD
2
Spellcasting Ability Bardic Inspiration
Charisma is your spellcasting ability for your bard spells, You can inspire others through stirring words or music. To do
since your magic draws upon your devotion and attunement so, you use a bonus action on your turn to choose one
to nature. You use your Charisma whenever a spell refers to creature other than yourself within 60 feet of you who can
your spellcasting ability. hear you. That creature gains one Bardic Inspiration die, a
In addition, you use your Charisma modifier when setting d6. Once within the next 10 minutes, the creature can roll the
the saving throw DC for a bard spell you cast and when die and add the number rolled to one ability check, attack roll,
making an attack roll with one. or saving throw it makes. The creature can wait until after it
Spell save DC = 8 + your proficiency bonus + rolls the d20 before deciding to use the Bardic Inspiration
your Charisma modifier die, but must decide before the DM says whether the roll
succeeds or fails. Once the Bardic Inspiration die is rolled, it
Spell attack modifier = your proficiency bonus + is lost. A creature can have only one Bardic Inspiration die at
your Charisma modifier a time.
You can use this feature a number of times equal to your
Ritual Casting Charisma modifier (a minimum of once). You regain any
You can cast a bard spell as a ritual if that spell has the ritual expended uses when you finish a long rest.
tag. Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th level,
Spellcasting Focus a d10 at 10th level, and a d12 at 15th level.
You can use a musical instrument (see “Equipment”) as a
spellcasting focus for your bard spells. 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.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration
to help revitalize your wounded allies during a short rest. If
you or any friendly creatures who can hear your performance
regain hit points by spending Hit Dice at the end of the short
rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels
in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to
1d12 at 17th level.
Bard College
At 3rd level, you delve into the advanced techniques of a bard
college of your choice, such as the College of Lore. Your
choice grants you features at 3rd level and again at 6th and
14th level.
College of Creation
College of Eloquence
College of Fortune
College of Glamour
College of Lore
College of Satire
College of Swords
College of Valor
College of Whispers

BARD
3
Expertise Countercharm
At 3rd level, choose two of your skill proficiencies. Your At 6th level, you gain the ability to use musical notes or words
proficiency bonus is doubled for any ability check you make of power to disrupt mind-influencing effects. As an action, you
that uses either of the chosen proficiencies. and any friendly creatures within 30 feet of you can end the
At 10th level, you can choose another two skill frightned and charmed conditions afflicting them. A creature
proficiencies to gain this benefit. must be able to hear you to gain this benefit.
Once you use this feature, you can't use it again until you
Ability Score Improvement finish a short or long rest.
When you reach 4th level you can increase one ability score Magical Secrets
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 By 10th level, you have plundered magical knowledge from a
score above 20 using this feature. If your DM allows the use wide spectrum of disciplines. Choose two spells from any
of feats, you may instead take a feat. classes, including this one. A spell you choose must be of a
level you can cast, as shown on the Bard table, or a cantrip.
Font of Inspiration The chosen spells count as bard spells for you and are
Beginning when you reach 5th level, you regain all of your included in the number in the Spells Known column of the
expended uses of Bardic Inspiration when you finish a short Bard table.
or long rest. You learn two additional spells from any class at 14th level
and again at 18th level.
Superior Inspiration
At 20th level, when you roll initiative, you regain one use of
your Bardic Inspiration (up to your maximum).
In addition, wherever a creature uses a Bardic Inspiration
die granted by you, they may roll the die twice and take the
better result.

BARD
4
College of Creation
Bards believe the multiverse was given existence through Animating Performance
word and sound, esoteric harmonies that continue to resound Starting at 6th level, your mastery over the Song of Creation
through existence: the Song of Creation. The bards of this allows you to magically bring items to life. As an action, you
college draw on this ancient power through performances of can target a Large or smaller nonmagical item you can see
dance, music, or song to bring into being what they need within 30 feet of you and animate it. The animate item uses
most. the Dancing Item stat block and is under your control for 1
Members of this college might have developed their powers hour or until it is reduced to 0 hit points.
during experiences on other worlds or planes of existence. In combat, the item shares your initiative count, but it takes
Those who have seen the commonalities of multiple realities its turn immediately after yours. It can move and use its
might have learned how to tap into truths most mortals reaction on its own, but the only action it takes on its turn is
glimpse only for a moment. Alternatively, the bard might find the Dodge action, unless you take a bonus action on your turn
themselves out of step with their own home plane, reality, or to command it to take one of the actions in its stat block or
time, their connections to elsewhere allowing them to the Dash, Disengage, Help, Hide, or Search action.
manipulate the space around them. Regardless of where a When you use your Bardic Inspiration feature, you can
bard draws their powers from, other performers might be command which action your animated item takes as part of
drawn to them, either to learn their secrets or to put an end the same bonus action.
to their dangerous manipulation of the Song of Creation. Once you animate an item with this feature, you can't do so
again until you finish a long rest or until you expend a spell
College of Creation Features slot of 3rd level or higher to use this feature. You can have
Bard Level Features only one item animated by this feature at a time; if you use
this action and already have a dancing item from this feature,
3rd Note of Potential the first one immediately becomes inanimate.
6th Animating Performance
14th Performance of Creation
Dancing Item
Note of Potential Large or smaller construct, neutral
Beginning at 3rd level, you can manipulate the Song of
Creation to summon a floating musical note of possibility: Armor Class 16 (natural armor)
Whenever you give a creature a Bardic Inspiration die, you Hit Points equal the dancing item's Constitution
can create a Note of Potential. The note orbits within 5 feet of modifier + your Charisma modifier + five times
your level in this class
the creature. The note is a Tiny object that is intangible and Speed 40 ft.
invulnerable, and it lasts until the Bardic Inspiration die is
lost. A creature with a note can use it in the following ways.
Note of Destruction. Immediately after the creature rolls STR DEX CON INT WIS CHA
the Bardic Inspiration die to add it to an attack roll, the 18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
creature can expend the note to create a burst of sound. Each
other creature within 5 feet of it must succeed on a
Constitution saving throw against your spell save DC or take Damage Immunities poison
thunder damage equal to the number rolled on the Bardic Condition Immunities charmed, exhaustion,
frightened, poisoned
Inspiration die. Senses darkvision 60 ft., passive Perception 10
Note of Protection. Immediately after the creature rolls Languages understands the languages you speak
the Bardic Inspiration die and adds it to a saving throw, the
creature can expend the note to gain temporary hit points Endless Waltz. Immediately after the item makes a
equal to the number rolled on the Bardic Inspiration die + slam attack, it can take the Dodge action as a bonus
your Charisma modifier, provided the creature doesn't action.
already have temporary hit points.
Note of Ingenuity. When the creature rolls the Bardic Immutable Form. The item is immune to any spell or
Inspiration die to add it to an ability check, the creature can effect that would alter its form.
expend the note to roll the Bardic Inspiration die again and
choose which roll to use. Actions
Force-Empowered Slam. Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target
you can see. Hit: 1d10 + your Charisma modifier
force damage.

BARD
5
Performance of Creation
At 14th level, your performance can manipulate the magic of
creation, briefly transforming the world around you. As an
action, you can 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 must be Huge or smaller. Tiny glimmering, intangible
notes float around it, and a creature can faintly hear music
when touching it. For examples of items you can create, see
the Armor, Weapons, Adventuring Gear, Tools, and Mounts
and Vehicles tables in chapter 5, "Equipment," of the Player's
Handbook.
The created item continues to exist for a number of hours
equal to your bard level.
Once you create an item with this feature, you can't do so
again until you finish a long rest or until you expend a spell
slot of 5th level or higher to use this feature. 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.

BARD
6
College of Eloquence
Adherents of the College of Eloquence master the art of Infectious Inspiration
oratory. Persuasion is regarded as a high art, and a well- At 14th level, when you successfully inspire someone, the
reasoned, well-spoken argument often proves more power of your eloquence can now spread to someone else.
persuasive than facts. These bards wield a blend of logic and When a creature within 60 feet of you adds one of your
theatrical wordplay, winning over skeptics and detractors Bardic Inspiration dice to its ability check, attack roll, or
with logical arguments and plucking at heartstrings to appeal saving throw and the roll succeeds, you can use your reaction
to the emotions of audiences. to encourage a different creature (other than yourself) that
can hear you within 60 feet of you, giving it a Bardic
College of Eloquence Features Inspiration die without expending any of your Bardic
Bard Level Features Inspiration uses.
3rd Silver Tongue, Undeniable Logic You can use this reaction a number of times equal to your
Charisma modifier (minimum of once), and you regain all
6th Unfailing Inspiration, Universal Speech expended uses when you finish a long rest.
14th Infectious Inspiration

Silver Tongue
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 7 or
lower as a 8.
Undeniable Logic
Also at 3rd level, you can spin words laced with magic into a
knot of reasoning that can be encouraging or impossible to
follow.
As a bonus action, you can expend one of your uses of
Bardic Inspiration. When you do so, choose a creature you
can see within 60 of you that can hear you, then roll your
Bardic Inspiration die and choose one of the following:
The creature takes psychic damage equal to the number
you roll on the Bardic Inspiration die, and the creature
must succeed on an Intelligence saving throw against your
spell save DC or have disadvantage on the next saving
throw it makes before the end of your next turn.
The creature regains hit points equal to the number you
roll on the Bardic Inspiration die, and the creature has
advantage on the next saving throw it makes before the
end of your next turn.
Unfailing Inspiration
Beginning 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.

BARD
7
College of Fortune
Bards in the college of fortune know that if you trust Lady You keep each card until you play it or your next long rest.
Luck she never lets you down. These performers travel from When a creature you can see makes a saving throw, ability
town to town, typically fleecing the locals in whatever casino check, or attack roll and applies the ability score of a card you
or gambling institute the local laws allow. drew, as a reaction you can play a card that matches the
Amongst their companions, bards of the College of Fortune applied ability score. If you a play a weal, the creature gains
are known to walk in an almost palpable halo of good fortune. advantage on the roll. If you play a woe, the creature gains
A good fortune, thankfully, they are willing to share. disadvantage on the roll.
College of Fortune Features Pocket Ace
Bard Level Features Starting at 14th level, when you complete a long rest, roll one
of your Bardic Inspiration dice and record the result as your
3rd Bonus Proficiencies, Push Your Luck pocket ace. After you or a creature you can see make an
6th Luck of the Draw attack roll, an ability check, or a saving throw, you can add the
14th Pocket Ace
result of your pocket ace to the roll, even after the outcome is
determined (potentially turning a failed result into a
successful one).
Bonus Proficiencies You can use this feature a number of times equal to your
At 3rd level, you gain proficiency in three gaming sets and Charisma modifier (minimum of once), and you regain all
one skill: Deception, Insight, Perception, or Sleight of Hand. expended uses when you finish a long rest.
Choose one gaming set proficiency. Your proficiency bonus is
doubled for any ability check you make with the chosen
gaming set.
Push Your Luck
Starting at 3rd level, you instill a bit of your gambling
confidence in your compatriots when you inspire them. When
a creature you inspired rolls a Bardic Inspiration die, they
can choose to roll an additional Bardic Inspiration die.
If the additional Bardic Inspiration die result is lower than
the first, the roll loses its benefit from Bardic Inspiration and
the creature loses the Inspiration die.
If the additional Bardic Inspiration die result is equal to or
higher than the initial, add the result of both dice to the roll.
Luck of the Draw
Starting at 6th level, you find mystical power in a deck of
cards, capable of invoking their esoteric nature when it suits
you. When you complete a long rest, draw three random
cards by rolling on the chart below.
d12 Card
1 Strength Woe
2 Dexterity Woe
3 Constitution Woe
4 Intelligence Woe
5 Wisdom Woe
6 Charisma Woe
7 Strength Weal
8 Dexterity Weal
9 Constitution Weal
10 Intelligence Weal
11 Wisdom Weal
12 Charisma Weal

BARD
8
College of Glamour
The College of Glamour is open to those bards who mastered While charmed in this way, the target idolizes you, it speaks
their craft in the vibrant, deadly realm of the Feywild. Tutored glowingly of you to anyone who speaks to it, and it hinders
by satyrs, eladrin, and other fey, these bards learn to use their anyone who opposes you, avoiding violence unless it was
magic to delight and captivate others. already inclined to fight on your behalf. This effect ends on a
The bards of this college are regarded with a mixture of target after 1 hour, if it takes any damage, if you attack it, or if
awe and fear. Their performances are the stuff of legend. The it witnesses you attacking or damaging any of its allies.
bards of this college are so eloquent that a speech or song If a target succeeds on its save against this effect, the target
that one of them performs can cause captors to release the has no hint that you tried to charm it.
bard unharmed and can lull a furious dragon into Once you use this feature, you can’t use it again until you
complacency. The same magic that allows them to quell finish a short or long rest.
beasts can also bend minds. Villainous bards of this college Mantle of Inspiration
can leech off a community for weeks, abusing their magic to When you join the College of Glamour at 3rd level, you gain
turn their hosts into thralls. the ability to weave a song of fey magic that imbues your
College of Glamour Features allies with vigor and speed.
Bard Level Features As a bonus action, you can expend one use of your Bardic
Inspiration to grant yourself a wondrous appearance. When
3rd Enthralling Performance, Mantle of Inspiration you do so, choose a number of creatures you can see and that
6th Mantle of Majesty can see you within 60 feet of you, up to a number equal to
14th Umbreakable Majesty
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
Enthralling Performance move up to its speed, without provoking opportunity attacks.
Starting at 3rd level, you can charge your performance with The number of temporary hit points increases when you
seductive fey magic. reach certain levels in this class, increasing to 8 at 5th level,
If you perform for at least 1 minute, you can attempt to 11 at 10th level, and 14 at 15th level.
inspire wonder in your audience by singing, reciting a poem,
or dancing. At the end of the performance, choose a number Mantle of Majesty
of humanoids within 60 feet of you who watched and listened At 6th level, you gain the ability to cloak yourself in a fey
to all of it, up to a number of them equal to your Charisma magic that makes others want to serve you. As a bonus
modifier (minimum of one). Each target must succeed on a action, you cast command, without expending a spell slot,
Wisdom saving throw against your spell save DC or be and you take on an appearance of unearthly beauty for 1
charmed by you. 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.

BARD
9
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 adviser
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.
College of Lore Features
Bard Level Features
3rd Bonus Proficiencies, Cutting Words
6th Additional Magic Secrets
14th Peerless Skill

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. 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.
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.

BARD
10
College of Satire
Bards of the College of Satire are called jesters. They use College of Satire Features
lowbrow stories, daring acrobatics, and cutting jokes to Bard Level Features
entertain audiences, ranging from the crowds in a rundown
dockside pub to the nobles of a king’s royal court. Where 3rd Bonus Proficiencies, Distracting Motley
other bards seek forgotten lore or tales of epic bravery, 6th Fool's Insight
jesters ferret out embarrassing and hilarious stories of all 14th Fool's Luck
kinds. Whether telling the ribald tale of a brawny stable
hand’s affair with an aged duchess or a mocking satire of a
paladin of Helm’s cloying innocence, a jester never lets taste, Bonus Proficiencies
social decorum, or shame get in the way of a good laugh. When you join the College of Satire at 3rd level, you gain
While jesters are masters of puns, jokes, and verbal barbs, proficiency with Acrobatics and Sleight of Hand. If you are
they are much more than just comic relief. They are expected already proficient with Acrobatics or/and Sleight of Hand,
to mock and provoke, taking advantage of how even the most choose another skill proficiency for each proficiency you
powerful folk are expected by tradition to endure a jester’s already have.
barbs with good humor. This expectation allows a jester to
serve as a critic or a voice of reason when others are too Distracting Motley
intimidated to speak the truth. At 3rd level, you learn to infuse innocent-seeming words with
For the duchess with a taste for strapping young laborers, an distracting magic. As an action you can dance around,
such tales might serve to warn the targets of her affections attempting to distract and confuse a creature. The target
and force her to change her ways for lack of willing partners. must succeed on a Wisdom saving throw against your spell
Striking back at the jester only ruins her already damaged save DC or be affected, until it is attacked or damaged, until it
reputation, and might provide the best evidence that the witnesses its allies being attacked or damaged, or for 1
jester’s satires have hit their mark. But if she is kind and minute or until you lose your concentration (as if you were
generous to her conquests, the jokes and stories cast her as a concentrating on a spell). While affected in this way, the
kind of folk hero, while drawing even more potential partners target is incapacitated and cannot speak. If the target
to her. succeeds on its save, the target has no hint that you tried to
Jesters are loyal to only one cause: the pursuit and distract it.
propagation of the truth. They use their comedy and Once you use this feature, you can’t use it again until you
innocuous appearance to break down social barriers and finish a short rest or long rest.
expose corruption, incompetence, and stupidity among the
rich and powerful. Whether revealing a con artist’s treachery Fool’s Insight
or exposing a baron's plans for war as driven by greed and At 6th level, your ability to gather stories and lore gains a
bloodlust, a jester serves as the conscience of a realm. supernatural edge. You can cast detect thoughts up to a
Jesters adventure to safeguard the common folk and to number of times equal to your Charisma modifier. You regain
undermine the plans of the rich, powerful, and arrogant. any expended uses of this ability after completing a long rest.
Their magic bolsters allie's spirits while casting doubt into If a creature resists your attempt to probe deeper and
foe's minds. Among bards, jesters are unmatched acrobats, succeeds at its saving throw against your detect thoughts, it
and their ability to tumble, dodge, leap, and climb makes immediately suffers an embarrassing social gaffe. It might
them slippery opponents in battle. loudly pass gas, unleash a thunderous burp, trip and fall, or
be compelled to tell a tasteless joke.
Fool’s Luck
Jesters seem to have a knack for pulling themselves out of
tight situations, transforming what looks like sure failure into
an embarrassing but effective success.
At 14th level, you can expend one use of Bardic Inspiration
after you fail an ability check, or fail a saving throw to turn
the failed check into a successful one.
The DM can then apply disadvantage to an ability check or
saving throw you make, and you cannot use this ability again
until you suffer this drawback. When the DM invokes this
penalty, describe an embarrassing gaffe or mistake you make
as part of the affected die roll.

BARD
11
College of Swords
Bards of the College of Swords are called blades, and they Bonus Proficiencies
entertain through daring feats of weapon prowess. Blades When you join the College of Swords at 3rd level, you gain
perform stunts such as sword swallowing, knife throwing and proficiency with medium armor and the scimitar.
juggling, and mock combats. Though they use their weapons If you’re proficient with a simple or martial melee weapon,
to entertain, they are also highly trained and skilled warriors you can use it as a spellcasting focus for your bard spells.
in their own right. Fighting Style
Their talent with weapons inspires many blades to lead At 3rd level, you adopt a style of fighting as your specialty.
double lives. One blade might use a circus troupe as cover for Choose one of the following options. You can't take a Fighting
nefarious deeds such as assassination, robbery, and Style option more than once, even if something in the game
blackmail. Other blades strike at the wicked, bringing justice lets you choose again.
to bear against the cruel and powerful. Most troupes are Dueling. When you are wielding a melee weapon in one
happy to accept a blade’s talent for the excitement it adds to a hand and no other weapons, you gain a +2 bonus to damage
performance, but few entertainers fully trust them. rolls with that weapon.
Blades who abandon lives as entertainers have often run Two-Weapon Fighting. When you engage in two-weapon
into trouble that makes maintaining their secret activities fighting, you can add your ability modifier to the damage of
impossible. A blade caught stealing or engaging in vigilante the second attack.
justice is too great a liability for most troupes. With their
weapon skills and magic, these blades either take up work as Extra Attack
enforcers for thieves’ guilds or strike out on their own as Starting at 6th level, you can attack twice, instead of once,
adventurers. whenever you take the Attack action on your turn.
College of Swords Features
Bard Master's Flourish
Level Features Starting at 14th level, whenever you use a Blade Flourish
option, you can roll a d6 and use it instead of expending a
3rd Blade Flourish, Bonus Proficiencies, Fighting
Style
Bardic Inspiration die.
6th Extra Attack
14th Master's Flourish

Blade Flourish
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.
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.

BARD
12
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.
College of Valor Features
Bard
Level Features
3rd Bonus Proficiencies, Combat Inspiration,
Expanded Spell List
6th Extra Attack
14th Battle Magic

Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain
proficiency with medium armor, shields, and martial
weapons.
Expanded Spell List
The College of Valor lets you choose from an expanded list of
spells when you learn a bard spell. The following spells are
added to the bard spell list for you.
Bard Level Spells
1st shield, wrathful smite
3rd blur, magical weapon
5th elemental weapon, haste
7th death ward, staggering smite
9th banishing smite, swift quiver

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.
Battle Magic
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.

BARD
13
College of Whispers
Most folk are happy to welcome a bard into their midst. At the end of the conversation, the target must succeed on a
Bards of the College of Whispers use this to their advantage. Wisdom saving throw against your spell save DC or be
They appear to be like any other bard, sharing news, singing frightened by everyone for the next hour or until it is attacked
songs, and telling tales to the audiences they gather. In truth, or damaged. While frightened in this way, the target is
the College of Whispers teaches its students that they are paranoid and tries to avoid the company of others, including
wolves among sheep. These bards use their knowledge and its allies. The target seeks out what it considers the safest,
magic to uncover secrets and turn them against others most secret place available to it and hides there.
through extortion and threats. If the target succeeds on its save, the target has no hint that
you tried to frighten it.
College of Whispers Features Once you use this feature, you can’t use it again until you
Bard Level Features finish a short rest or long rest.
3rd Psychic Blades, Words of Terror Mantle of Whispers
6th Mantle of Whispers At 6th level, you gain the ability to adopt a humanoid's
14th Shadow Lore
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.
Psychic Blades You can use the shadow as an action. When you do so, it
When you join the College of Whispers at 3rd level, you gain vanishes, magically transforming into a disguise that appears
the ability to make your weapon attacks magically toxic to a on you. You now look like the dead person, but healthy and
creature's mind. alive. This disguise lasts for 1 hour or until you end it as a
When you hit a creature with a weapon attack, or as a bonus action.
reaction when you take damage, you can expend one use of While you're in the disguise, you gain access to all
your Bardic Inspiration to deal an extra 2d6 psychic damage information that the humanoid would freely share with a
to that target. You can do so only once per round on your casual acquaintance. Such information includes general
turn. If a creature is reduced to 0 hit points within one details on its background and personal life, but doesn't
minute after they take damage from your Psychic Blades, you include secrets. The information is enough that you can pass
can steal thoughts from its broken mind, gaining access to yourself off as the person by drawing on its memories.
memories from the last 24 hours of its life, as well as any Another creature can see through this disguise by
significant memories of the DM's choosing. Once you steal succeeding on a Wisdom (Insight) check contested by your
thoughts from a creature, you can't do so again until you Charisma (Deception) check. You gain a +5 bonus to your
finish a long rest. check.
The psychic damage increases when you reach certain Once you capture a shadow with this feature, you can't
levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th capture another one with it until you finish a short or long
level, and 8d6 at 15th level. rest.
Words of Terror Shadow Lore
At 3rd level, you learn to infuse innocent-seeming words with At 14th level, you gain the ability to weave dark magic into
an insidious magic that can inspire terror. If you speak to a your words and tap into a creature's deepest fears.
humanoid alone for at least 1 minutes, you can attempt to As an action, you magically whisper a phrase that only one
seed paranoia and fear into its mind. 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 saving throw, the target is charmed by you for
the next 8 hours or until you or your allies attack it, damage
it, or force it to make a saving throw. 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.
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.

BARD
14
Changelog from RAW Artworks Credits
Core: Changed the Countercharm and Superior Inspiration Bard of the Diamond Inn by jjpeabody
class feature.
Inn of Heroes by atomiiii
Added College of Creation subclass. Modified from the UA
original version. Changed the Performance of Creation
Fantasy Tavern Interior by whatyoumaydo
class feature. Fantasy Artwork by Jian Guo
Added College of Eloquence subclass. Modified from Bard's Tale IV cover by anonymous
Mythic OdYssey of Theros. Changed the Silver Tongue and
Unsettling Words (now renamed Undeniable Logic). Songs, the Tabaxi Bard by Mukhlis Nur by Sinlaire

Added College of Fortune subclass. Modified from the Master of Masks by Sam Carr
Complete Arcanist Handbook original version.
Magical Musketeer Munster by Wesley Burt
Added College of Satire subclass. Modified from the UA
Lady Briarwood by (Jing)Lin Bells
original version.

College of Valor: Added the Expanded Spell List class


Siren Song Lyre by James Paick
feature.

College of Whispers: Changed the Psychic Blades and


Words of Terror class features.

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