{"name":"Bard","overview":"[h2]The Bard[\/h2]\r\n[right][h2][b][i]-Spell Slots per Spell Level-[\/i][\/b][\/h2]\r\n[\/right]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[th]5th[\/th]\r\n[th]6th[\/th]\r\n[th]7th[\/th]\r\n[th]8th[\/th]\r\n[th]9th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Spellcasting, Bardic Inspiration (d6)[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Jack of All Trades, Song of Rest (d6)[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Bardic College, Expertise[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Bardic Inspiration (d8), Font of Inspiration[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Countercharm, Bard College Feature[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]-[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Song of Rest (d8)[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Bardic Inspiration (d10), Expertise, Magical Secrets[\/td]\r\n[td]4[\/td]\r\n[td]14[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]-[\/td]\r\n[td]4[\/td]\r\n[td]15[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]15[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Song of Rest (d10)[\/td]\r\n[td]4[\/td]\r\n[td]16[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Magical Secrets, Bard College Feature[\/td]\r\n[td]4[\/td]\r\n[td]18[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Bardic Inspiration (d12)[\/td]\r\n[td]4[\/td]\r\n[td]19[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]19[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Song of Rest (d12)[\/td]\r\n[td]4[\/td]\r\n[td]20[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Magical Secrets[\/td]\r\n[td]4[\/td]\r\n[td]22[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]22[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Superior Inspiration[\/td]\r\n[td]4[\/td]\r\n[td]22[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n","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","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Three musical instruments of your choice","saving_throws":"Dexterity, Charisma","skills":"Choose any three","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a rapier, (b) two martial weapons, or (c) any simple weapon[\/li]\r\n[\/ul]\r\n[ul]\r\n[li](a) a diplomat's pack or (b) an entertainer's pack[\/li]\r\n[\/ul]\r\n[ul]\r\n[li](a) a lute or (b) any other musical instrument[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Leather armor and a dagger[\/li]\r\n[\/ul]\r\n","spellcasting":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.\r\n\r\n[h3]Cantrips[\/h3]\r\nYou 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 Bard table.\r\n\r\n[h3]Spell Slots[\/h3]\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor 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.\r\n\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the 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 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, 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.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nCharisma 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Charisma modifier\r\n\r\n[h3]Ritual Casting[\/h3]\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.","class_features":"[h2]Bardic Inspiration[\/h2]\r\nYou 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.\r\n\r\nOnce 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.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\r\nYour 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.\r\n\r\n[h2]Jack of All Trades[\/h2]\r\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn\u2019t already include your proficiency bonus.\r\n\r\n[h2]Song of Rest[\/h2]\r\nBeginning 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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe 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.\r\n\r\n[h2]Bard College[\/h2]\r\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.\r\n\r\n[h2]Expertise[\/h2]\r\nAt 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.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Font of Inspiration[\/h2]\r\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.\r\n\r\n[h2]Countercharm[\/h2]\r\nAt 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 30 feet of you have advantage on saving throws against being frightened or charmed. 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).\r\n\r\n[h2]Expertise[\/h2]\r\nAt 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\n[h2]Magical Secrets[\/h2]\r\nBy 10th 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 Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any classes at 14th level and again at 18th level.\r\n\r\n[h2]Magical Secrets[\/h2]\r\nAt 14th 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 Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any classes at 18th level.\r\n\r\n[h2]Magical Secrets[\/h2]\r\nAt 18th 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 Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\n[h2]Superior Inspiration[\/h2]\r\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","subclass_options":"[h2]Bardic Colleges[\/h2]\r\n[spoiler]The rhythm produced by the tambourines of these musicians infects\r\nthose who listen to them and forces their actions as if it were\r\nwitchcraft. Hearing music coming out of the arcane instruments of\r\nthese Bards overwhelms opponents and allies with sensations that\r\ntoday's world has forgotten; sensations that descend from an apotropaic\r\nculture that teachers have handed down to students since\r\nthe Second Age.\r\n[br]\r\nLegends tell of a Bardic tradition capable of acting as anathema\r\nagainst evil, and whose apotropaic power was able to\r\nprotect the helpless from the incursions of the creatures from\r\nthe Dark Mirror.\r\n[br]In the Lunar Age, Bards who follow this tradition are\r\nrespected and welcomed in settlements. Arcane dancers and\r\nmusicians demonstrate their magical ability through ritual\r\ndances and exploit charms that draw their beneficial power\r\nfrom rhythm and melody.\r\n\r\n[br]\r\n[h3]Convulsive Rhapsody[\/h3]\r\nAt 3rd level, you can force your opponents to dance, often\r\nfrantically, following the rhythm of your music.\r\n[br]When a hostile creature begins its turn within 30 feet of\r\nyou, you can use your Reaction and spend a Bardic Inspiration\r\ndie to use this feature and perform a bizarre melody. The target\r\ncreature will have its speed halved and Disadvantage on\r\nDexterity Saving Throws and Disadvantage on the first attack\r\nof each turn, for as long as the effect lasts. The Convulsive\r\nRhapsody continues for a number of rounds equal to the result\r\nof the Bardic Inspiration dice spent.\r\n\r\n[br]\r\n[h3]Notes of Ancient Traditions[\/h3]\r\nAt 3rd level, you can use your music to support the exorcism\r\nof dark forces and to pass on religious dogmas and otherwise\r\nforgotten folk traditions. As an action you must continuously\r\nplay your instrument for no less than 10 minutes to perform\r\nthis ancient tune. Up to four targets who can hear this melody,\r\nfull of memories of the land and of the ancestors, will have\r\nAdvantage on Intelligence (Religion) checks for 8 hours. This\r\nfeature can be used once, then you regain its use after you\r\ncomplete a long rest.\r\n\r\n[br]\r\n[h3]Irrepressible Dance[\/h3]\r\nrhythm improve significantly, allowing the following maneuvers\r\nto be carried out:\r\n[ul][li]Moving, during your turn, by at least 20 feet but\r\nfinishing the movement no more than 10 feet from\r\nthe starting point, you can use a bonus action to force\r\na target that you can see within 10 feet to make a\r\nsuccessful Wisdom Saving Throw (the DC is the same\r\nas your spells\u2019) or instinctively emulate your convulsive\r\nmovements: you can move the target 10 feet in any\r\ndirection; this movement causes Opportunity Attacks.[\/li]\r\n[li]When you use your action to perform a Dodge and you\r\nmove at least 20 feet during your turn but finishing the\r\nmovement no more than 10 feet from the starting point,\r\nthe bard can make a melee weapon attack as a bonus\r\naction; you may spend a Bardic Inspiration dice and add\r\nit to the damage of this attack.[\/li]\r\n[li]When you take the Disengage action, your speed\r\nincreases by 10 feet.[\/li][\/ul]\r\n[br]\r\n[h3]Dance of Swords[\/h3]\r\nAt 14th level, your dance becomes indistinguishable from\r\na fencing exercise. During your turn, you can spend a\r\nBardic Inspiration die to increase your speed by 20 feet\r\nuntil the end of your turn. If you perform an attack action\r\non this turn, you can make a single melee weapon attack\r\nagainst each target that is within the reach of your\r\nweapon at any point during your movement for the turn.\r\nEach attack made in this way has a damage bonus equal to\r\nyour Charisma modifier. This movement does not provoke\r\nattacks of opportunity from targets hit by your attack.\r\n[br]\r\n|Nightfell - College of Hexes[\/spoiler]\r\n\r\n[spoiler][h2]College of Creation[\/h2]\r\nBards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.\r\n\r\n[h3]Note of Potential[\/h3]\r\n[i]3rd-level College of Creation feature[\/i]\r\n[br]\r\nYou can manipulate the Song of Creation to summon a floating musical note of possibility:\r\n\r\nWhenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways.\r\n\r\n[b]Note of Destruction.[\/b] Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the 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 thunder damage equal to the number rolled on the Bardic Inspiration die.\r\n\r\n[b]Note of Protection[\/b]. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.\r\n\r\n[b]Note of Ingenuity.[\/b] When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use.\r\n\r\n[h3]Animating Performance[\/h3]\r\n[i]6th-level College of Creation feature[\/i]\r\n[br]\r\nYour mastery over the Song of Creation allows you to magically bring items to life. 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 [blocklink:605791] stat block and is under your control for 1 hour or until it is reduced to 0 hit points.\r\n\r\nIn 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.\r\n\r\nWhen you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.\r\n\r\nOnce you animate an item with this feature, you can\u2019t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. 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.\r\n\r\n[h3]Performance of Creation[\/h3]\r\n[i]14th-level College of Creation feature[\/i]\r\n[br]\r\nYour 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\u2019t be more than 20 times your bard level and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it.\r\n\r\nFor examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, \u201cEquipment,\u201d of the Player\u2019s Handbook.\r\n\r\nThe created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item\u2019s duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level.\r\n\r\nOnce you create an item with this feature, you can\u2019t 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. |College of Creation[\/spoiler]\r\n\r\n[spoiler][h2]College of Discord[\/h2]\r\nBards of the College of Discord yearn to take their performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard\u2019s study encourages inventing variations in their musical repertoire mid-performance. This practice usually bleeds into their outlook on life and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the vibe.\r\n\r\n[h3]College of Discord Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiences, Melodic Mayhem, Battaglia[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Encore[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Pandemonium[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Discord at 3rd level, you gain proficiency with medium armor and one additional musical instrument.\r\n\r\n[h3]Melodic Mayhem[\/h3]\r\nBeginning at 3rd level, you gain the ability to use your musical instruments effectively in martial combat. When you wield your musical instrument in one or two hands, and no other weapons, it becomes a weapon that deals 1d6 bludgeoning damage and has the versatile (1d8) property. When used in one hand, it gains the finesse property. Wielded with two hands, your Armor Class increases by 2.\r\n\r\n[h3]Battaglia[\/h3]\r\nAlso at 3rd level, you're able to anticipate the rhythm of battle and adjust to disrupt the flow of your enemies. As a bonus action on your turn, you can choose to teleport to an unoccupied square adjacent to any number of creatures you can see within 30 feet of you. Any Large or smaller creature within 5 feet of your new location must succeed on a Strength saving throw or be knocked prone. At 6th level, the radius of this effect increases to 10 feet, and to 15 feet at 14th level.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier and regain all expended uses after you finish a short or long rest.\r\n\r\nAs part of this bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the save DC. You can choose to use this feature after the creature makes its roll but before the DM announces if it succeeds or fails.\r\n\r\n[h3]Encore[\/h3]\r\nAt 6th level, every success fuels your performance. When you succeed on a Strength, Dexterity, or Constitution saving throw in combat, you gain advantage on the next ability check, saving throw, or attack roll you make before the end of your next turn.\r\n\r\nAdditionally, your attacks with your musical instruments count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[h3]Pandemonium[\/h3]\r\nAt 14th level, your music can stir peace into flailing chaos, goading your allies to hasten their attacks while slowing the minds of your enemies. As an action, you can create a field of discordant noise that reverberates out from you in a 15-foot radius for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The dysphonic chaos of your music is audible within 300 feet of you.\r\n\r\nFor the duration, friendly creatures within the field gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A creature can only benefit from one such effect at a time. While you concentrate on this effect, your speed is 0, and you can only make melee attacks against creatures within 5 feet of you. If you have a fly speed, or are held in place my magical means, you can hover in place.\r\n\r\nAdditionally, when a hostile creature starts its turn within the field, or moves there for the first time, it must make a Wisdom saving throw or be affected for the duration. An affected creature\u2019s speed is halved, it takes a \u20132 penalty to AC and Dexterity saving throws, and can\u2019t use reactions. On an affected creature\u2019s turn, it can use either an action or a bonus action, not both. Regardless of the creature\u2019s abilities or magic items, it can\u2019t make more than one melee or ranged attack during its turn.\r\n\r\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn\u2019t take effect until the creature\u2019s next turn, and the creature must use its action on that turn to complete the spell. If it can\u2019t, the spell is wasted. If an affected creature exits the field, the effect ends for it at the start of its next turn.\r\n\r\nWhen you stop concentrating on this effect, you can\u2019t move or take actions until after your next turn, as a wave of exhaustion sweeps over you. Once you use this feature, you must finish a long rest before you can use it again.|College of Discord[\/spoiler]\r\n\r\n[spoiler][h2]College of Eloquence[\/h2]\r\nAdherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.\r\n\r\n[h3]Silver Tongue[\/h3]\r\n[i]3rd-level College of Eloquence feature[\/i]\r\n[br]\r\nYou 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.\r\n\r\n[h3]Unsettling Words[\/h3]\r\n[i]3rd-level College of Eloquence feature[\/i]\r\n[br]\r\nYou 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.\r\n\r\n[h3]Unfailing Inspiration[\/h3]\r\n[i]6th-level College of Eloquence feature[\/i]\r\n[br]\r\nYour 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.\r\n\r\n[h3]Universal Speech[\/h3]\r\n[i]6th-level College of Eloquence feature[\/i]\r\n[br]\r\nYou 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\u2019t use it again until you finish a long rest, unless you expend a spell slot to use it again.\r\n\r\n[h3]Infectious Inspiration[\/h3]\r\n[i]14th-level College of Eloquence feature[\/i]\r\n[br]\r\nWhen 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.\r\n\r\nYou 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.|College of Eloquence[\/spoiler]\r\n\r\n[spoiler][h2]College of Glamour[\/h2]\r\nThe College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.\r\n\r\nThe bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.\r\n\r\n[h3]College of Glamour Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Mantle of Inspiration, Enthralling Performance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Mantle of Majesty[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Unbreakable Majesty[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Mantle of Inspiration[\/h3]\r\nWhen 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.\r\n\r\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.\r\n\r\nThe 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.\r\n\r\n[h3]Enthralling Performance[\/h3]\r\nStarting at 3rd level, you can charge your performance with seductive, fey magic.\r\n\r\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\r\n\r\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h3]Mantle of Majesty[\/h3]\r\nAt 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.\r\n\r\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h3]Unbreakable Majesty[\/h3]\r\nAt 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\r\n\r\nIn 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\u2019t 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.\r\n\r\nOnce you assume this majestic presence, you can\u2019t do so again until you finish a short or long rest.|College of Glamour[\/spoiler]\r\n\r\n[spoiler][h2]College of Keys[\/h2]\r\nBards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms.\r\n\r\n[h3]College of Keys Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiency, Key Change, Timbre Illuminous[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Cypheric Ostinato[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Master Keynote[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Bonus Proficiency[\/h3]\r\nWhen you join the College of Keys at 3rd level, you gain proficiency with thieves\u2019 tools, if you don\u2019t already have it.\r\n\r\n[h3]Key Change[\/h3]\r\nAlso at 3rd level, you learn to bend locks and traps with dashing style. If you have Expertise in one of your Charisma skills, you can use that skill instead of making a Dexterity check with your thieves\u2019 tools.\r\n\r\n[h3]Timbre Illuminous[\/h3]\r\nAt 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice:\r\n[ul]\r\n[li]Purpose (lock, trap, surveillance, etc.)[\/li]\r\n[li]Intricacy (singular, compound, or complex)[\/li]\r\n[li]Nature (magical, mundane, or otherwise)[\/li]\r\n[li]Approximate difficulty class (easy, hard, nearly impossible, etc.)[\/li]\r\n[li]Elemental energies present (if any)[\/li]\r\n[li]Additional imbed magical qualities (if any)[\/li]\r\n[\/ul]\r\n\r\n[h3]Cypheric Ostinato[\/h3]\r\nStarting at 6th level, you learn to control vocal range and resonance of your voice to offset the magic or material mechanisms within security and surveillance spells.\r\n\r\nWhen you use your action to disarm or dispel a trap, or when you make a saving throw to avoid the full effects of a trap or magical ward, you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.\r\n\r\n[h3]Master Keynote[\/h3]\r\nAt 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can expend one use of Bardic Inspiration to temporarily disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the Bardic Inspiration die.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.|College of Keys[\/spoiler]\r\n\r\n[spoiler][h2]College of Lore[\/h2]\r\nBards 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.\r\n\r\nThe loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.\r\n\r\nThe college\u2019s 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.\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.\r\n\r\n[h3]Cutting Words[\/h3]\r\nAlso 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\u2019s 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\u2019t hear you or if it\u2019s immune to being charmed.\r\n\r\n[h3]Additional Magical Secrets[\/h3]\r\nAt 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\u2019t count against the number of bard spells you know.\r\n\r\n[h3]Peerless Skill[\/h3]\r\nStarting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.|College of Lore[\/spoiler]\r\n\r\n[spoiler][h2]College of Mourning[\/h2]\r\nBards of the College of Mourning specialize in easing the transition from life to death. While most bards derive their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead knights, faithful priests, and wise viziers who dedicated their lives in service, to accomplish any lingering obligations of the Material Plane.\r\n\r\nWhile some see romanticizing death as macabre, the college spent centuries observing religious rites and composing teachings of necromancy in prose to entreat the dead to remain long enough to fulfill their purpose.\r\n\r\nWhether woodwind or brass, string or drum, these bards are versed in delicate affairs and often find work in parades krewes, as pallbearers, or on other occasions where tact and taste are tantamount. Mourning bards improvise their melodies to mask the cries and wails of grieving loved ones, and often turn dour occasions into celebrations of remembrance. Whatever their method, their purpose is always to complement the spirits\u2019 shuffle to the afterlife in ceremonious display with arrangements of grace and style.\r\n\r\n[h3]College of Mourning Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Mourning Glory, Grief Note[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Dirge of the Departed[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Dread Parade[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Mourning Glory[\/h3]\r\nWhen you join the College of Mourning at 3rd level, you learn the spare the dying cantrip. You also gain proficiency in the Medicine and Religion skills.\r\n\r\n[h3]Grief Note[\/h3]\r\nAlso at 3rd level, when a creature you can see within 60 feet, including you, deals damage to a target other than itself, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number on the die to the damage of the attack. The creature also regains hit points equal to the number on the die.\r\n\r\n[h3]Dirge of the Departed[\/h3]\r\nAt 6th level, you can use your action to sing a yearning song of remembrance. Each undead within 30 feet of you that can hear you must make a successful Wisdom saving throw or become incapacitated for 1 minute or until it takes any damage as it weeps for those it left behind. Creatures that have advantage on saving throws to resist being turned also have advantage on this save.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Dread Parade[\/h3]\r\nAt 14th level, you can summon a ghostly procession of minstrel spirits of yesteryear. You lead a number of spectral troubadours equal to your Charisma modifier (minimum of 1) that march in a tight formation behind you for 1 minute, whose music gives pause those would do you harm.\r\n\r\nAt the start of each of your turns, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or take 1d4 psychic damage for each minstrel you summon, and has disadvantage on their next attack roll.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.|College of Mourning[\/spoiler]\r\n\r\n[spoiler][h2]College of Satire[\/h2]\r\nBards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king\u2019s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand\u2019s affair with an aged duchess or a mocking satire of a paladin\u2019s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.\r\n\r\n[h3]College of Satire Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiencies, Tumbling Fool[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Fool's Insight[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Fool's Luck[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Satire at 3rd level, you gain proficiency with thieves\u2019 tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves\u2019 tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.\r\n\r\n[h3]Tumbling Fool[\/h3]\r\nAt 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:\r\n[ul]\r\n[li]You gain the benefits of taking the Dash and Disengage actions.[\/li]\r\n[li]You gain a climbing speed equal to your current speed.[\/li]\r\n[li]You take half damage from falling.[\/li]\r\n[\/ul]\r\n\r\n[h3]Fool's Insight[\/h3]\r\nAt 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.\r\n\r\nIf a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.\r\n\r\n[h3]Fool's Luck[\/h3]\r\nJesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.\r\n\r\nAt 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.\r\n\r\nIf using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check 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.|College of Satire[\/spoiler]\r\n\r\n[spoiler][h2]College of Spirits[\/h2]\r\nStories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets, they reach out to hear their stories, but the bards have no control over what story they find.\r\n\r\n[h3]Guiding Whispers[\/h3]\r\n[i]3rd-level College of Spirits[\/i]\r\n[br]\r\nYou can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn\u2019t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.\r\n\r\n[h3]Spiritual Focus[\/h3]\r\n[i]3rd- and 6th-level College of Spirits feature[\/i]\r\n[br]\r\nYour practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.\r\n\r\nAt 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.\r\n\r\n[h3]Tales From Beyond[\/h3]\r\n[i]3rd-level College of Spirits feature[\/i]\r\n[br]\r\nYou reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits\u2019 Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale\u2019s effect or you finish a short or long rest.\r\n\r\nYou can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale\u2019s effect. Once you do so, you can\u2019t bestow the tale\u2019s effect again until you roll it again.\r\n\r\nYou can retain only one of these tales in mind at a time, and rolling on the Spirits\u2019 Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.\r\n[table]\r\n[tr]\r\n[th]Bardic Insp. Die[\/th]\r\n[th]Tale[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td][b]Beast.[\/b] You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn\u2019t incapacitated.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td][b]Warrior.[\/b] You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td][b]Friends.[\/b] You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td][b]Runaway.[\/b] You tell the tale of an adventurer that could escape an confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td][b]Avenger.[\/b] You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td][b]Hero.[\/b] You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target\u2019s walking speed increases by 10 feet.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td][b]Fey.[\/b] You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no other creature.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td][b]Dark Spirit.[\/b] You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td][b]Giant.[\/b] You speak of the deeds of a mighty giant. Each creature of the target\u2019s choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn\u2019t knocked prone.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td][b]Dragon.[\/b] You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td][b]Celestial.[\/b] You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td][b]Unknown.[\/b] You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Spirit Session[\/h3]\r\n[i]6th-level College of Spirits feature[\/i]\r\n[br]\r\nYou can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus.\r\n\r\nYou can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.\r\n\r\nThe spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn\u2019t count against the number of bard spells you know.\r\n\r\nOnce you perform the ritual, you can\u2019t do so again until you start a long rest, and you know the chosen spell until you start a long rest.\r\n\r\n[h3]Spiritual Focus[\/h3]\r\n[i]3rd- and 6th-level College of Spirits feature[\/i]\r\n[br]\r\nYour practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.\r\n\r\nAt 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.\r\n\r\n[h3]Mystical Connection[\/h3]\r\n[i]14th-level College of Spirits feature[\/i]\r\n[br]\r\nYour connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale\u2019s effect, without expending it.|College of Spirits[\/spoiler]\r\n\r\n[spoiler][h2]College of Swords[\/h2]\r\nBards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.\r\n\r\nTheir talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade\u2019s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.\r\n\r\nBlades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves\u2019 guilds or strike out on their own as adventurers.\r\n\r\n[h3]College of Swords Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiencies, Fighting Style, Blade Flourish[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Master's Flourish[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.\r\n\r\nIf you\u2019re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.\r\n\r\n[h3]Fighting Style[\/h3]\r\nAt 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if something in the game lets you choose again.\r\n\r\n[b]Dueling[\/b]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]Two-Weapon Fighting[\/b]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h3]Blade Flourish[\/h3]\r\nAt 3rd level, you learn to perform impressive displays of martial prowess and speed.\r\n\r\nWhenever 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.\r\n\r\n[b]Defensive Flourish.[\/b] 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.\r\n\r\n[b]Slashing Flourish.[\/b] 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.\r\n\r\n[b]Mobile Flourish.[\/b] 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.\r\n\r\n[h3]Extra Attack[\/h3]\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h3]Master\u2019s Flourish[\/h3]\r\nStarting 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.\r\n\r\n[h2]College of Valor[\/h2]\r\nBards 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\u2019t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.\r\n\r\n[h3]Combat Inspiration[\/h3]\r\nAlso 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.\r\n\r\n[h3]Extra Attack[\/h3]\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h3]Battle Magic[\/h3]\r\nAt 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.|College of Swords[\/spoiler]\r\n\r\n[spoiler][h2]College of Whispers[\/h2]\r\nMost folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\r\n\r\nMany other bards hate the College of Whispers, viewing it as a parasite that uses a bard\u2019s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.\r\n\r\n[h3]College of Whispers Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Bard Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Psychic Blades, Words of Terror[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Mantle of Whispers[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Shadow Lore[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Psychic Blades[\/h3]\r\nWhen you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature\u2019s mind.\r\n\r\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\r\n\r\nThe 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.\r\n\r\n[h3]Words of Terror[\/h3]\r\nAt 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\r\n\r\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\r\n\r\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h3]Mantle of Whispers[\/h3]\r\nAt 6th level, you gain the ability to adopt a humanoid\u2019s 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.\r\n\r\nYou 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.\r\n\r\nWhile you\u2019re 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\u2019t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\r\n\r\nAnother 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.\r\n\r\nOnce you capture a shadow with this feature, you can\u2019t capture another one with it until you finish a short or long rest.\r\n\r\n[h3]Shadow Lore[\/h3]\r\nAt 14th level, you gain the ability to weave dark magic into your words and tap into a creature\u2019s deepest fears.\r\n\r\nAs 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\u2019t share a language with you or if it can\u2019t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\r\n\r\nOn 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.\r\n\r\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won\u2019t 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.\r\n\r\nWhen the effect ends, the creature has no understanding of why it held you in such fear.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.|College of Whispers[\/spoiler]\r\n\r\n[spoiler][h1]College of the Shadowfell[\/h1]\r\nBards of the College of the Shadowfell specialize in the study of\r\nthat realm, gleaming great knowledge of shadow magic in the\r\nprocess. These bards are few in number and their study is far\r\nharder than most, for knowledge of the Shadowfell is hard to\r\ncome by. These bards occasionally gather in great libraries to\r\nshare their knowledge, but most of their time is spent out in the\r\nworld, looking for any glimpses of knowledge that might lead\r\nthem to their goal.\r\nThese bards generally do not perform music, and are instead\r\nmore inclined to creating stories and manufacturing histories,\r\nwith most of these stories ending as dark as the realm they study\r\n[h2]Bonus Proficiencies[\/h2]\r\nWhen you join the College of the Shadowfell at 3rd level, you\r\ngain proficiency with medium armor, martial weapons, and the\r\nStealth skill.\r\nShadow Stride\r\nAlso at 3rd level, you learn how to empower your ally\u2019s\r\nmovement within shadows and darkness. When a creature that is\r\nin darkness or dim light and has a bardic inspiration die from you\r\nbegins to move, it can choose to roll that die and add 5 times the\r\nnumber rolled to their speed until the end of their turn.\r\n[h2]Shroud of Darkness[\/h2]\r\nStarting at 6th level, whenever a creature uses a bardic inspiration\r\ndie from you, that creature becomes imbued with shadow magic.\r\nShadows envelope that creature until the start of your next turn,\r\ncausing all attacks against it to have disadvantage and allowing it\r\nto disengage or hide as a bonus action for the duration.\r\n[h2]Umbral Body[\/h2]\r\nBeginning at 14th level, you gain the ability to transform into\r\npure shadow. You can cast umbral form at will, without\r\nexpending a spell slot or material components. When you cast the\r\nspell using this feature, you may only target yourself.|College of the Shadowfell[\/spoiler]\r\n\r\n[h2]Relevant Statblocks[\/h2]\r\n[h3]College of Creation[\/h3]\r\n[block:605791]","table_data":"","source":"","jsondata":"","tags":"Bard, Bardic Colleges, Creation, Discord, Eloquence, Glamour, Keys, Lore, Mourning, Satire, Spirits, Swords, Valor, Whispers, PHB, UA, XGtE, XLGtEE, MOoT, Isekai, Riverfang, 2020","templateId":"5460","blockId":"1103489","world":"11838046-c0f9-4ba7-b9ff-eb170dcb2c20","folder":"17253","isShared":"on"}