{"name":"Bard","overview":"[h3]Art and Magic[\/h3]\r\nIn the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Not all bards use music and song however; some use fluid brushstrokes to paint their magic into reality, while others might invoke words of power with sculptures of clay they have made inscribed with symbols of power.\r\n\r\nWhile some Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos, others might describe the process as the gods creating a beautiful mural together, or perhaps shaping the races from clay from the very earth itself. The arts of bards is an attempt to snatch and harness the creative flame left to the mortal races by the gods, subtly woven into their spells and powers.\r\n\r\nThe greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.\r\n\r\n[h3]Learning From Experience[\/h3]\r\nTrue bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in art requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard's life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.\r\n\r\nOnly rarely do bards settle in one place for long, and their natural desire to travel\u2014to find new tales to tell, new skills to learn, and new discoveries beyond the horizon\u2014makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.\r\n\r\n[h3]Joy of the Arts[\/h3]\r\nBards bring levity during grave times; they impart wisdom to offset ignorance; and they make the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time\u2014knowledge so important that it is memorized and passed along as oral history or other unyielding artistic works, to survive even when no written record remains.\r\n\r\nIt is also the bard's role to chronicle smaller and more contemporary events\u2014the stories of today's heroes, including their feats of valor as well as their less than impressive failures.\r\n\r\nOf course, the world has many people who can carry a tune or tell a good story, and there's much more to any adventuring bard than a glib tongue and artistic talent. Yet what truly sets bards apart from others\u2014and from one another\u2014are the style and substance of their arts.","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per artificer 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(a) a rapier, (b) a longsword, or (c) any simple weapon\r\n(a) a diplomat\u2019s pack or (b) an entertainer\u2019s pack\r\n(a) a lute or (b) any other musical instrument\r\nLeather armor and a dagger","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.\r\n\r\n[h2]Cantrips[\/h2]\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[h2]Spell Slots[\/h2]\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'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.\r\n\r\n[h2]Spells Known of 1st Level and Higher[\/h2]\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. 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, whenever you finish a long rest or gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n[h2]Spellcasting Ability[\/h2]\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[h2]Ritual Casting[\/h2]\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.","class_features":"[h1]Bardic Inspiration[\/h1]\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 or see you. That creature gains one Bardic Inspiration die, a d6.\r\n\r\nOnce within the next 1 hour, 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 can also used if creatue fails a check. 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 short rest or long rest.\r\n\r\n[h1]Jack of All Trades[\/h1]\r\nStarting 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.\r\n\r\n[h1]Magical Inspiration[\/h1]\r\nAt 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.\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[h1]Bard College[\/h1]\r\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.\r\n\r\n[h1]Bardic Lore[\/h1]\r\nStarting at 3rd level you select two Bardic Lore abilities. You learn additional Bardic Lore at 7th, 11th, 15th, and 19th level. Additionally, when you gain a level in this class, you can choose one of the Bardic Lore you know and replace it with another Bardic Lore that you could learn at that level.\r\n\r\n[h1]Expertise[\/h1]\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\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.\r\n\r\n[h1]Ability Score Improvement[\/h1]\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't increase an ability score above 20 using this feature.\r\n\r\n[h1]Bardic Versatility[\/h1]\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:\r\n\r\n[ul]\r\n[li]Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.[\/li]\r\n[li]Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.[\/li]\r\n[li]Choose one skill and one tool or language. You are now proficient in this skill or tool, or learn to speak, read, and write that language.[\/li]\r\n[\/ul]\r\n\r\n[h1]Inspiring Example[\/h1]\r\nAt 5th level, in order to encourage your allies, inspiration finds you and allows you to lead by example.\r\n\r\nWhen you grant a creature a Bardic Inspiration die you also gain a Bardic Inspiration die of your own, which is a d6. The same rules of Bardic Inspiration apply to you as they normally would to another creature.\r\n\r\nAlternatively, while you have this die, you can choose to expend it on a Bard feature that requires a bardic inspiration die, provided that it doesn't grant the die to another creature for it to roll.\r\n\r\n[h1]Countercharm[\/h1]\r\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects.\r\n\r\nAs an action, you perform to any number of creatures of your choice within 30 feet of you that can hear you. Until the end of your next turn, you and each target becomes immune to one of the following conditions of your choice: Charmed or Frightened. If you or any target is currently affected by the condition you choose when you take this action, that condition immediately ends.\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\n[h1]Magical Secrets[\/h1]\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[h1]Superior Inspiration[\/h1]\r\nAt 18th level, when you roll for initiative you regain all expended uses of Bardic Inspiration if any are missing.\r\n\r\nAdditionally, when you or an inspired ally rolls a 1 or a 2 on a bardic inspiration dice, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2.\r\n\r\n[h1]Words of Creation[\/h1]\r\nYou have mastered the magic of creation to the point where you have power over life and death. At 20th you learn and always have Power Word Heal and Power Word Kill spells prepared.\r\n\r\nThis feature also allows you to cast spells on a second creature within 10 feet of the original target.\r\n\r\n[h2]Bardic Lore Options[\/h2]\r\n\r\n[b][h3]Agonizing Mockery[\/h3]\r\n[\/b]\r\n[i]Prerequisite: vicious mockery cantrip[\/i]\r\n\r\nWhen you cast vicious mockery, add your Charisma modifier to the damage it deals.\r\n\r\n[b][h3]Bluff[\/h3]\r\n[\/b]\r\nYour performance is such that your opponents fear your skill. This can be a masterly spinning display of weapons, or a calm, subtle approach.\r\n\r\nYou can make a Charisma (Deception) check contested by the target\u2019s Wisdom (Insight) to convince them that you are more skilled at combat or spellcasting than you are.\r\n\r\nIf they fail their check, they will act accordingly. In some cases, they may attack you in preference to others, in other cases they might avoid direct confrontation with you.\r\n\r\nRegardless, you have advantage on your first weapon or spell attack against that target, and they have disadvantage on their first attack against you.\r\n\r\nFuture attempts against the same target are dependent upon the outcome. If nothing in the rest of the encounter would change their perception of you, then the charade continues. If they are successful in seeing through your bluff, then future attempts against them are made with disadvantage. You may or may not know whether they discovered your secret.\r\n\r\n[b][h3]Break the Silence[\/h3]\r\n[\/b]\r\nYour oratory or song can shatter magical silence. As a bonus action, you can attempt to break magical silence. Make a Charisma (Performance) check against the spell save DC (even if the spell doesn\u2019t normally allow a saving throw). If successful, the silence is broken.\r\n\r\n[b][h3]Command[\/h3]\r\n[\/b]\r\nOnce per day you can use the command spell at your spell slot level without using a spell slot, and only using verbal components.\r\n\r\n[b][h3]Countersong[\/h3]\r\n[\/b]\r\nYou can attempt to prevent or disrupt magical attacks that use words or songs, such as vicious mockery, cutting words, a harpy\u2019s song, a banshee\u2019s wail, thunderwave, etc.\r\n\r\nAs a reaction, make a Charisma (Performance) check against the save DC (even if it doesn\u2019t normally allow a saving throw). If successful, it counters the effect, granting everybody that can hear you advantage on their saving throw against the attack. If the effect doesn\u2019t normally allow a saving throw, they gain one instead.\r\n\r\nIf against a spell, you have disadvantage if the spell is of a higher level than you can cast. You can maintain this effect for up to 1 minute with concentration.\r\n\r\n[b][h3]Distraction[\/h3]\r\n[\/b]\r\nWhether by song, oratory, or telling jokes, you are skilled at the art of distracting others. You can target any number of creatures within 60 feet of you. Make a Charisma (Performance) check opposed by your targets\u2019 Wisdom (Insight) checks. Your allies have advantage on attack rolls and skill checks (such as Dexterity (Stealth) checks against those that failed the contest against you.\r\n\r\n[b][h3]Essence of Purity[\/h3]\r\n[\/b]\r\nYour flair for the dramatic and will to live promises a dramatic end when your time should come.\r\n\r\nUnless an attack is specifically to knock you out, you do not fall unconscious after your first failed death saving throw when dying.\r\n\r\nWhen you fail your third death saving throw, you don\u2019t die immediately. Instead, you give a final performance, uttering a dying poem or dramatic oratory before expiring. If for some reason you were knocked unconscious, then you gasp back to consciousness in time to recite your dying words.\r\n\r\nFurthermore, if you are fighting to defend the honor of another for love, beauty, or innocence, and you are reduced to 0 hit points, you make a DC 15 Constitution saving throw. If successful, you are reduced to 1 hit point instead. As soon as you fail this saving throw you are dying, with one failed death saving throw against dying for each of the times you succeeded with this ability. If you had three or more successful saving throws, then you recite your last words and die.\r\n\r\nIf you receive any healing in this state, while you are still conscious, your death saving throw count is reset.\r\n\r\nDue to the call of the dramatic, you will not respond to resurrection attempts, unless it is to be with your true love.\r\n\r\nIf you were fighting to defend the honor of another and were unable to recite your dying words, there is a chance that you will return as a revenant (as determined by the DM).\r\n\r\n[b][h3]Etiquette[\/h3]\r\n[\/b]\r\nYou have picked up the subtleties of ways that people communicate and interact, particularly nobility and the well-to-do.\r\n\r\nYou have advantage on Charisma (Deception), Charisma (Performance), Charisma (Persuasion), and Wisdom (Insight) checks regarding the proper etiquette required in each situation, or when attempting to pass as somebody who fits into a specific cultural situation.\r\n\r\n[b][h3]Fascinate[\/h3]\r\n[\/b]\r\nCreature is fascinated with your performance, spending its actions listening to the you. They have disadvantage on Perception checks, but can still use their reaction to defend themselves if necessary. Any attack against a target breaks the fascination.\r\n\r\n[b][h3]Fortune Telling[\/h3]\r\n[\/b]\r\nYou are skilled at the non-magical art of fortune-telling.\r\n\r\nYou have advantage on Wisdom (Insight) and Charisma (Persuasion) checks when attempting to determine another individual\u2019s fortune.\r\n\r\nThis ability, when successfully used, gives the impression that you are utilizing real divination magic.\r\n\r\n[b][h3]Juggle[\/h3]\r\n[\/b]\r\nIn addition to performances, your juggling skill can come in handy in other ways. You are adept at catching small flying items, and can attempt to catch weapons thrown at you.\r\n\r\nAs a reaction, you can make a Dexterity saving throw. The DC is 8 + the attack modifier of the attacker. If successful, you catch the missile and take no damage. Failure means the attack automatically hits.\r\n\r\nThis ability does not work against arrows, bolts, sling bullets, or darts thrown by an atlatl.\r\n\r\n[b][h3]Loremaster[\/h3]\r\n[\/b]\r\nYour love of history and arcana is reflected in your knowledge of enchanted items and weapons. You have advantage on Intelligence (Arcana) or Intelligence (History) checks to identify magic items or weapons.\r\n\r\n[b][h3]Lullaby[\/h3]\r\n[\/b]\r\nYour performance makes those around you drowsy while you perform. Creatures within 60 feet must make a Constitution saving throw or suffer 1 level of fatigue. You can only impose 1 level of fatigue on a creature in a 24-hour period.\r\n\r\n[b][h3]Magician[\/h3]\r\n[\/b]\r\nYou are skilled in the art of non-magical illusion. You can make a Charisma (Deception) check contested by the target\u2019s Wisdom (Insight) check. If successful, you gain advantage on Dexterity (Sleight of Hand) checks against that target.\r\n\r\n[b][h3]Masquerade[\/h3]\r\n[\/b]\r\nYour acting skills allow you to take on the manner of another role. This doesn\u2019t change your physical appearance, although you can use a disguise kit.\r\n\r\nYou can add your Charisma (Performance) modifier to Charisma (Deception) checks to play a part, or pretend to be something or somebody you\u2019re not.\r\n\r\nIf you have proficiency in a Disguise Kit and you are successful in creating a disguise, or you have a magical disguise, you also have advantage on your Charisma (Deception) check.\r\n\r\n[b][h3]Mass mockery[\/h3]\r\n[\/b]\r\n[i]Prerequisite: 5th level, vicious mockery cantrip[\/i]\r\n\r\nWhen you successfully use vicious mockery against a target, that target\u2019s allies within 60 feet (or 120 feet if you have the Vicious Shout lore) must make a saving throw or take the same amount of psychic damage as the target.\r\n\r\n[b][h3]Poetic Charm[\/h3]\r\n[\/b]\r\nYou are a romantic at heart.\r\n\r\nYou have advantage on Charisma (Persuasion) checks to alter the position of another person (hostile to indifferent, etc.) towards you, particularly regarding romantic situations.\r\n\r\nYou can only alter them one category (hostile to indifferent, indifferent to friendly). If you continue to attempt to change their position, they become hostile towards you.\r\n\r\nThis is not a magical effect, and future interactions can alter their position.\r\n\r\n[b][h3]Rally[\/h3]\r\n[\/b]\r\nDuring a battle that is not going well (at least half of your allies have 50% of hit points or less of their maximum hit points), you can use your Action to bolster their resolve. Your allies within 120 feet of you gain advantage on morale checks and a +1 bonus to their next attack.\r\n\r\nIn addition, if they succeed at their morale check, they can use their reaction to reduce the damage of the next attack they suffer by half.\r\n\r\nThey also temporarily overcome the effects of fatigue or exhaustion for the remainder of the battle. If they survive, they suffer 1 additional level of fatigue or exhaustion.\r\n\r\nOnce you use this ability, you can\u2019t use it again until you complete a long rest.\r\n\r\n[b][h3]Riddlemaster[\/h3]\r\n[\/b]\r\nWhile you can make a living with your performances that are filled with riddles and puzzles, your mind naturally picks up on patterns and clues in puzzles.\r\n\r\nYou have advantage on Wisdom (Insight) checks when making decisions like determining which way leads to a certain destination, solving puzzles, disarming traps and other such situations.\r\n\r\nWhile it doesn\u2019t provide a bonus when tracking something, it does grant the bonus in situations like a chase where you are determining which way somebody went within the last 15 minutes or so.\r\n\r\n[b][h3]Rumormonger[\/h3]\r\n[\/b]\r\nYou are skilled at picking up the intrigue and rumors in a locale. You have advantage on Wisdom (Insight) and Intelligence (Investigation) checks to learn about current events in a given location. This success makes it easier to learn the details of such gossip, not just what is common knowledge.\r\n\r\nThis skill is also very useful during downtime.\r\n\r\n[b][h3]Sanctuary[\/h3]\r\n[\/b]\r\nOnce per day you can cast the sanctuary spell without using a spell slot and with only verbal components.\r\n\r\n[b][h3]Song of Influence[\/h3]\r\n[\/b]\r\nYour performance can be used to influence the position of others. You can target any number of creatures within 120 feet that can hear you. Make a Charisma (Persuasion) check opposed by the target\u2019s Wisdom (Insight) check.\r\n\r\nIf you succeed, you can influence them one step towards or away from friendly. If you fail, then they move one step towards hostile. Once targets have heard your song, they cannot be affected by it for 24 hours.\r\n\r\n[h3]Song of Rest[\/h3]\r\nyou 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[b][h3]Soothing Song[\/h3]\r\n[\/b]\r\nYou voice or song sooths animals. You have advantage on Wisdom (Animal Handling) checks to calm or change the disposition of animals (beasts) that can hear you one step towards friendly.\r\n\r\nAs long as you maintain concentration and continue your performance (for up to 1 minute), any creatures that are friendly to you, are hostile to your enemies.\r\n\r\n[b][h3]Spellsong[\/h3]\r\n[\/b]\r\nYou have learned to cast a spell with a song, poem or dramatic oratory. If the spell requires concentration, you must continue to perform for the duration. Select one of the following spells. You can cast this spell at will as a 1st-level spell, without expending a spell slot, and only requiring verbal components (the performance).\r\n\r\n[i][u]Spellsong Spells:[\/u][\/i][i] Alarm, detect magic, disguise self, false life, heroism, mage armor, or speak with animals.[\/i]\r\n\r\n[b][h3]Swindler[\/h3]\r\n[\/b]\r\nYou are a master of the art of deception. You have proficiency in one Gaming Set of your choice.\r\n\r\nYou can add your Charisma (Deception) modifier when making a Gaming Set ability check.\r\n\r\n[b][h3]Use Written Magic Items[\/h3]\r\n[\/b]\r\nYou can use any written magic item, such as spell scrolls, whether you meet the class prerequisites or not.\r\n\r\nNote that spellbooks are not a magic item.\r\n\r\n[b][h3]Vicious Shout[\/h3]\r\n[\/b]\r\n[i]Prerequisite: vicious mockery cantrip[\/i]\r\n\r\nWhen you cast vicious mockery, its range is 120 feet.\r\n\r\n[b][h3]War Chant[\/h3]\r\n[\/b]\r\nBefore heading into a battle, you can spend 10 minutes building up your forces\u2019 morale. You can grant an Inspiration die to all allies within 120 feet as temporary hit points.\r\n","subclass_options":"[h1]College of Chance[\/h1]\r\nGamblers, risk-takers, and daredevils alike all find a home in the College of Chance. Bards that dedicate themselves to this way of life live for the adrenaline that comes with great risks. These whimsical wanderers wield songs that draw upon the ambient wild magic in the world, channeling its risky power.\r\n\r\n[h2]Risk-Taker[\/h2]\r\n[i]3rd-level College of Chance feature[\/i]\r\n\r\nWhen you fall short you can enhance your abilities with wild magic, possibly turning a failure into a success or a success into a failure. When you make an ability check, but before you know if you succeed or fail, you can grant yourself a bonus to your roll equal to a roll of your Bardic Inspiration die.\r\n\r\nIf you roll an even number on this bonus die, you add the result to your ability check. If you roll an odd number on this bonus die you subtract the result from your ability check.\r\n\r\nThis feature improves when you reach certain levels in this class. At 6th level, you can use this feature when you make a weapon or spell attack roll. Finally, at 14th level, you can use the feature whenever you make a saving throw.\r\n\r\n[h2]Wild Inspiration[\/h2]\r\n[i]3rd-level College of Chance feature[\/i]\r\n\r\nThe nature of your magic bleeds into your other abilities. When a creature that can hear you within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to expend a use of Bardic Inspiration, roll the Bardic Inspiration die, and add the result to the creature's roll.\r\n\r\n[h2]Whimsical Song[\/h2]\r\n[i]6th-level College of Chance feature[\/i]\r\n\r\nYou enhance your bardic song with the power of wild magic. When a creature under the effect of your Countercharm uses one of your Bardic Inspiration dice, it can choose to use the maximum possible result for that die in place of rolling.\r\n\r\nHowever, if it uses Bardic Inspiration in this way and still misses its attack roll or fails its ability check or saving throw, it must immediately roll on the Wild Magic table found in the Sorcerer class on page 104 of the Player's Handbook.\r\n\r\n[h2]Master of Chance[\/h2]\r\n[i]14th-level College of Chance feature[\/i]\r\n\r\nThe forces of chance favor your wild lifestyle. Whenever you or another creature uses one of your Bardic Inspiration dice and rolls the maximum possible result, it gains an additional bonus to the roll equal to a roll of your Bardic Inspiration die.\r\n\r\n[h1]College of Chaos[\/h1]\r\nWhile most Bards use their skill with words to entertain and support, some choose to spread confusion, misinformation, and distrust. Though they reject the idea of formal leaders, some discordant Bards join the College of Chaos, a loose association of misanthropes that study discordant magics.\r\n\r\n[h2]Bewildering Whisper[\/h2]\r\n[i]3rd-level College of Chaos feature[\/i]\r\n\r\nYou use your magic to sow chaos in the midst of battle. When a creature within 60 feet that can hear you makes an attack roll, you can use your reaction to expend a Bardic Inspiration die and force it to make a Wisdom saving throw. On a failed save, the creature must use the same attack against another creature of your choice within the range of its attack.\r\n\r\n[h2]Sower of Discord[\/h2]\r\n[i]3rd-level College of Chaos feature[\/i]\r\n\r\nYou gain the skills to sow strife amongst your foes. You gain proficiency with disguise kits, forgery kits, and theives' tools.\r\n\r\n[h2]Pandemonium[\/h2]\r\n[i]6th-level College of Chaos feature[\/i]\r\n\r\nYou infuse your bardic songs with chaotic magic. When you use Countercharm, you can force a creature within range of the effect to make a Wisdom saving throw. On a failed save, roll a d8 and the creature suffers the corresponding effect from the table below until the end of your Countercharm.\r\n\r\n[u]d8 Effect[\/u]\r\n\r\n[ol]\r\n[li]It retreats into its mind and is Paralyzed. The effect ends early if it takes damage.[\/li]\r\n[li]It is Incapacitated and convinced that its allies are secretly plotting against it.[\/li]\r\n[li]It is Frightened of the closest creature and uses its turn to flee from it.[\/li]\r\n[li]It cannot speak or cast spells and it feels if it opens its mouth its voice will escape.[\/li]\r\n[li]It experiences vivid hallucinations and has disadvantage on all attack rolls.[\/li]\r\n[li]It is highly suggestible and will do anything it is told to do that isn't self-destructive.[\/li]\r\n[li]It experiences insatiable hunger and uses its action to eat anything it can.[\/li]\r\n[li]It uses its turn to repeat its previous turn or action to the best of its ability.[\/li]\r\n[\/ol]\r\n\r\nA creature suffering from this effect can make a Wisdom saving throw at the start of each of its turns, ending the effect on a success. Once a creature succeeds on its saving throw it is immune to this feature for the next 24 hours.\r\n\r\n[h2]Reign of Chaos[\/h2]\r\n[i]14th-level College of Chaos feature[\/i]\r\n\r\nYou have mastered the chaotic magic that is the source of your power. You learn confusion, but it doesn't count against your total number of Spells Known. If you already know this spell you instead learn another enchantment spell of your choice from the Bard spell list.\r\n\r\nAs a bonus action, you can expend a use of your Bardic Inspiration to cast confusion with the following changes:\r\n\r\n[ul]\r\n[li]You can only target one creature.[\/li]\r\n[li]It does not require your concentration, but you can't have more than one instance of the spell active.[\/li]\r\n[li]When a creature makes a saving throw to resist the effects of this spell you can expend a use of your Bardic Inspiration to impose disadvantage on its saving throw.[\/li]\r\n[\/ul]\r\n\r\n[h1]College of Command[\/h1]\r\nBards of the College of Command infuse their voice with the magic to inspire others to feats of heroism in battle. Rather than use their abilities to empower themselves, they bring out the best in their allies. For some Bards of this College, their days of gallantry are long behind them. For others, they lead allies from the front, issuing orders and drawing swords.\r\n\r\n[h2]Commander's Training[\/h2]\r\n[i]3rd-level College of Command feature[\/i]\r\n\r\nYou have honed both your body and mind for battle. You gain proficiency with medium armor, shields, and martial weapons that lack the heavy or two-handed properties.\r\n\r\nIn addition, you gain proficiency with two gaming sets of your choice, and you can add double your proficiency bonus to any ability check that uses these gaming sets.\r\n\r\n[h2]Inspiring Orders[\/h2]\r\n[i]3rd-level College of Command feature[\/i]\r\n\r\nAs an action, you can expend a use of Bardic Inspiration to issue one of the Orders detailed below, targeting a willing creature within 60 feet that can either see or hear you:\r\n\r\n[h3]Attack Order[\/h3]\r\nThe next time the target takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.\r\n\r\n[h3]Defensive Order[\/h3]\r\nThe target gains a bonus to its Armor Class equal to one roll of your Bardic Inspiration until the start of your next turn.\r\n\r\n[h3]Maneuvering Order[\/h3]\r\nThe target can immediately move up to its full speed without provoking opportunity attacks.\r\n\r\n[h3]Steadfast Order[\/h3]\r\nWhenever the target makes an ability check or saving throw that uses its Strength, Dexterity, or Constitution before the start of your next turn, it gains a bonus to the result of its roll equal to one roll of your Bardic Inspiration.\r\n\r\n[h3]Support Order[\/h3]\r\nThe target can immediately take the Help, Hide, Search, or Use an Object action. If it makes an ability check as part of this action it adds one roll of Bardic Inspiration to the result.\r\n\r\n[h2]Gallant Leader[\/h2]\r\n[i]6th-level College of Command feature[\/i]\r\n\r\nYou can seamlessly fight and issue Orders to your allies. Whenever you use your action to issue an Order, you can make a single weapon attack or cast one Bard cantrip you know as a bonus action.\r\n\r\nIn addition, when you are forced to make a saving throw to resist being charmed or frightened you can add your Bardic Inspiration bonus to your roll.\r\n\r\n[h2]Masterful Commander[\/h2]\r\n[i]14th-level College of Command feature[\/i]\r\n\r\nYour confident Orders embolden your allies. You can issue your Orders without expending Bardic Inspiration, rolling a d6 in place of your Bardic Inspiration die for that Order.\r\n\r\nIf you do expend a use of Bardic Inspiration to issue an Order, the target of the Order gains temporary hit points equal to one roll of your Bardic Inspiration in addition to the normal benefits of the Order.\r\n\r\n[h1]College of Creation[\/h1]\r\nBards believe the cosmos is a work of art\u2014the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: \u201cBefore the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.\u201d\r\n\r\nDwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat\u2014the greatest of dragons\u2014as two of the song\u2019s first singers.\r\n[h2]\r\nMote of Potential[\/h2]\r\n[i]3rd-level College of Creation feature[\/i]\r\n\r\nWhenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.\r\n\r\nWhen the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:\r\n\r\n[b]Mote of Ingenuity. [\/b]When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colourful, harmless sparks for a moment.\r\n\r\n[b]Mote of Destruction.[\/b] Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to double the number rolled on the Bardic Inspiration die.\r\n\r\n[b]Mote of Protection.[\/b] Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).\r\n\r\n[h2]Performance of Creation[\/h2]\r\n[i]3rd-level College of Creation feature[\/i]\r\n\r\nAs an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can\u2019t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player\u2019s Handbook.\r\n\r\nOnce you create an item with this feature, you can\u2019t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.\r\n\r\nThe size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).\r\n\r\n[h2]Animating Performance[\/h2]\r\n[i]6th-level College of Creation feature[\/i]\r\n\r\nAs an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB) and your Bardic Inspiration Dice (BID) in place of some of its statistics. The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.\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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.\r\n\r\n[h2]Creative Crescendo[\/h2]\r\n[i]14th-level College of Creation feature[\/i]\r\n\r\nWhen you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be medium or smaller.\r\n\r\nYou are no longer limited by gp value when creating items with Performance of Creation.\r\n\r\n[h1]College of Crossroads[\/h1]\r\nWhile most Bards are naturally skilled musicians, singers, or storytellers, some gained their talent through more nefarious means. Known informally as the College of Crossroads, this organization is named for the traditional location where such mortal bargains are made. An agreement with a devil, demon, or other denizen of the lower planes is the start of such an infernal Bard's quest for personal power, fame, and fortune.\r\n\r\n[h2]Infernal Musician[\/h2]\r\n[i]3rd-level College of Crossroads feature[\/i]\r\n\r\nYou have gained strange and sinister skills from an infernal deal at a Crossroads. You gain the following benefits:\r\n\r\n[ul]\r\n[li]You gain proficiency in Performance, and whenever you make a Charisma (Performance) check you can treat a d20 roll of 7 or lower as an 8.[\/li]\r\n[li]You gain proficiency with one musical instrument.[\/li]\r\n[li]You learn to speak, read, write, and sing in Infernal.[\/li]\r\n[li]In addition, whenever you make a Charisma check that includes Infernal speech or lyrics, you gain a bonus to the roll equal to your Bardic Inspiration roll.[\/li]\r\n[\/ul]\r\n\r\n[h2]Forbidden Arcana[\/h2]\r\n[i]3rd-level College of Crossroads feature[\/i]\r\n\r\nYour nefarious dealings with the lower planes have granted you access to dark magics. When you learn a new Bard spell you can choose the spell from the Bard or the Warlock spell list. It then becomes a Bard spell for you.\r\n\r\n[h2]Eldritch Recovery[\/h2]\r\n[i]6th-level College of Crossroads feature[\/i]\r\n\r\nYou can draw upon the dark arts to regenerate your magic, much as a Warlock does. When you finish a short rest, you can regain one expended Bard spell slot of a level equal to your Charisma modifier (minimum of 1st-level) or lower.\r\n\r\nHowever, if you choose to use this feature during a short rest then you cannot use Song of Rest.\r\n\r\n[h2]Sinister Song[\/h2]\r\n[i]6th-level College of Crossroads feature[\/i]\r\n\r\nYour bardic magic is infused with the power of the lower planes. When a creature under the effect of Countercharm succeeds on a saving throw to resist being charmed or frightened, you can use a reaction to expend a use of Bardic Inspiration and force a creature of your choice within range of your Countercharm to make a Wisdom saving throw.\r\n\r\nOn a failed save, it is charmed or frightened (your choice) for the duration of Countercharm. The creature can repeat its saving at the end of each turn, and each time it takes damage, ending the charm or frighten effect on a success.\r\n\r\n[h2]Otherworldly Virtuoso[\/h2]\r\n[i]14th-level College of Crossroads feature[\/i]\r\n\r\nYou have mastered the Infernal musical power imparted to you. When you cast a Bard spell with a verbal component you can expend a Bardic Inspiration to enhance the spell in one of the following ways:\r\n\r\n[h3]Emboldening Melody[\/h3]\r\nIf the Bard spell restores hit points, one target of the spell regains additional hit points equal to your Charisma modifier (minimum of 1). All targets of the spell have advantage on the next attack roll, ability check, or saving throw they make.\r\n\r\n[h3]Infectious Tune[\/h3]\r\nIf the Bard spell requires your concentration, the first time you are forced to make a Constitution saving throw to maintain concentration on that spell you gain a bonus to your roll equal to one roll of your Bardic Inspiration.\r\n\r\n[h3]Resounding Note[\/h3]\r\nIf the Bard spell deals damage, you can cause it to deal thunder damage in place of its normal damage. Large or smaller creatures affected by the spell must succeed on an (additional) Strength saving throw or fall prone.\r\n\r\n[h1]College of Dance[\/h1]\r\nBards who feel the rhythm and flow of life, and battle alike, often choose to join the College of Dance. In this college Bards learn to push their bodies to the limits of flexibility, and grace to utilize a distinct style of performance based combat. Woe to the opponent who underestimates the incredible power and beauty of dance.\r\n\r\n[h2]Brilliant Footwork[\/h2]\r\n[i]3rd-level College of Dance feature[\/i]\r\n\r\nWhile you are wearing no armor and not wielding a shield, you gain the following benefits:\r\n\r\n[b]Inspiring strikes:[\/b] When you use a bonus action to grant Bardic Inspiration on your turn you gain the benefit of the dodge action or you can make a single Unarmerd Strike. \r\n\r\nAdditionally, you may make any dance based Performance skill checks with advantage.\r\n\r\n[b]Rhythmic strikes:[\/b] You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Additionally, you can roll a d6 in place of the normal damage for your unarmed strikes, which changes to match your Bardic Inspiration die as you gain Bard levels.\r\n\r\n[b]Warding Beauty:[\/b] Your AC equals 10 + your Dexterity modifier + your Charisma modifier.\r\n\r\n[h2]Dance Arcanum[\/h2]\r\n[i]3rd-level College of Dance feature[\/i]\r\n\r\nAlso beginning at 3rd level, you no longer need a spellcasting focus when casting your Bard spells so long as you are dancing as a part of your somatic components. Additionally, you learn to create unique magical effects with your dances. You gain access to the dance styles described Below.\r\n\r\n[ul]\r\n[li][b]Blade Dance:[\/b] Your dance evokes the elegance and hostility of the mighty Viper. If a creature makes a melee attack against you, regardless of if they hit or miss, you may make a single weapon attack against that creature as a reaction. When making this attack, you roll your Bardic Inspiration Die and add the value rolled to that attack's damage.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Flame Dance:[\/b] You evoke the power of your raw personality and impose it upon the world. As a part of a spell attack, you may expend a use of your Bardic Inspiration, rolling your Bardic Inspiration Die + your Charisma Modifier and adding the value rolled to the damage of that spell.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Shielding Dance: [\/b]You embody the power of your muse. As a bonus action, you strike a pose of confidence and power, rolling your Bardic Inspiration Die and granting yourself temporary hit points equal to the value rolled + your CHA modifier. You lose these temporary hit points at the beginning of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Alluring Dance:[\/b] You embody the elegance and beauty of music momentarily. As an action, you may expend a Bardic Inspiration Die, forcing a single creature of your choice within 30 feet of you that can see and\/or hear you to make a Wisdom Saving throw against your Bard spell save DC. On a failure, this creature may not target you directly with any weapon attacks or harmful spells until the beginning of your next turn. This does not effect area of effect spells, however. Any creature immune to the Charmed condition automatically passes this saving throw, and if the creature has advantage against Charm, they also have advantage on this saving throw.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Wind Dance:[\/b] You lighten your steps, increasing the efficiency of your stride. As a bonus action, you may expend a use of your Bardic Inspiration to dash or disengage.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Manuevering Dance:[\/b] You use fancy footwork to outmanuever your opponents. As an action, you may expend a use of your Bardic Inspiration to increase your walking speed by 10 feet and increase your AC by a number equal to your proficiency bonus until the end of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[h2]Dazzling Confidence[\/h2]\r\n[i]6th-level College of Dance feature[\/i]\r\n\r\nBeginning at 6th level, the power of your personality radiates forth and influences those around you. You learn to impose your personality on the world around you in new ways. You may invoke one of the waltz styles described below as an action.\r\n\r\nOnce you use this feature, you must finish a long rest before you can use it again.\r\n\r\n[ul]\r\n[li][b]Heroes Waltz:[\/b] You begin to dance, radiating an aura of certainty and safety. For the next minute, every time you or a friendly creature within 15 feet of you needs to make a saving throw, they may add your Charisma modifier to that saving throw. This effect ends early if you are knocked unconscious or die. (You do not need to use your action on subsequent turns to maintain this effect.)[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]War Dance: [\/b]Your dance is violent and evocative of destruction and fury. For the next minute, you and every friendly creature within 15 feet of you may add your Charisma modifier as Radiant damage to the damage rolls of their weapon, unarmed or spell attacks. This effect ends early if you are knocked unconscious or die. (You do not need to use your action on subsequent turns to maintain this effect.)[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Entrancing Waltz:[\/b] Choose any number of creatures within 60 feet that can see you. Those creatures make a Charisma saving throw against your bard spell save DC. On a fail, they have disadvantage on attack rolls against you for the next minute.[\/li]\r\n[\/ul]\r\n\r\n[h2]Dance Together[\/h2]\r\n[i]14th-level College of Dance feature[\/i]\r\n\r\nBeginning at 14th level, you have mastered the art of your dance to such an extent that you can impart that knowledge on others. When you use one your Dance Arcanum feature to invoke a dance style, you may select a creature within 30 feet of you to also gain the benefits of that dance style.\r\n\r\n[h2]Crowd Pleaser[\/h2]\r\n[i]14th-level College of Dance feature[\/i]\r\n\r\nAlso beginning at 14th level, you have learned to draw power from your audience. For every friendly creature within 15 feet of you, you add +1 to your Bardic Inspiration Dice rolls. (For example, if you have 3 friendly creatures within 15 feet of you, your Bardic Inspiration Die becomes 1d10 + 3, or 1d12 + 3 as of 15th level.)\r\n\r\n[h1]College of Drama[\/h1]\r\nLong have the performing arts been a favorite pastime for people of all walks of life. Performers and thespians use the stage to tell stories that while fictional, can reveal great truths about life, death, and the struggles in between. The Muse, the ancient spirit of inspiration, moves the hearts of these actors, both great and small, to give their all in every performance.\r\n\r\n[h2]Channel the Muse[\/h2]\r\n[i]3rd-level College of Drama feature[\/i]\r\n\r\nYou have learned to channel songs of The Muse to magically manifest two masks. One, a laughing Mask of Comedy, the other, a weeping Mask of Tragedy. At the end of a long rest, you choose which Mask manifests, which lasts until the end of your next long rest, and grants you the abilities below:\r\n\r\n[h3]Mask of Comedy[\/h3]\r\nYou use your talent for the dramatic to inspire your allies in combat. When a friendly creature that can see or hear you within 30 feet fails an ability check or saving throw, or misses with an attack roll, you can use your reaction to expend a use of Bardic Inspiration, roll it, and the result to the creature's roll, possibly turning its failure into a success.\r\n\r\n[h3]Mask of Tragedy[\/h3]\r\nYour flair for tragedy allows you to inflict sorrow upon your foes. When a hostile creature that can see or hear you within 30 feet succeeds on an ability check or saving throw, or hits with an attack roll, you can use your reaction to expend a use of Bardic Inspiration, roll it, and subtract the result from its roll, possibly turning its success into a failure.\r\n\r\n[h2]Thespian's Craft[\/h2]\r\n[i]3rd-level College of Drama feature[\/i]\r\n\r\nThe Muse has granted the skills of a master stage performer. You gain proficiency in Performance and with disguise kits, and whenever you make an ability check with either of these proficiencies you can treat a d20 roll of 7 or lower as an 8.\r\n\r\n[h2]Soliloquy[\/h2]\r\n[i]6th-level College of Drama feature[\/i]\r\n\r\nYour bardic magic and song is infused with the performative power of The Muse. When you use Countercharm it gains the effects below based on the Mask you are currently wearing:\r\n\r\n[h3]Mask of Comedy[\/h3]\r\nThe sound of your music inspires great deeds. Creatures of your choice that can hear you within range of Countercharm gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of their turns.\r\n\r\n[h3]Mask of Tragedy[\/h3]\r\nYour bardic magic and song undermine the resolve of your enemies. Creatures of your choice that can hear you within range of Countercharm have disadvantage on saving throws to resist any spell that includes a verbal component.\r\n\r\n[h2]Final Curtain[\/h2]\r\n[i]14th-level College of Drama feature[\/i]\r\n\r\nThe Muse grants you the ability to enthrall Death itself, if only for a short while. Your Masks grant the benefits below:\r\n\r\n[h3]Mask of Comedy[\/h3]\r\nYou can bring allies back from the brink of death. When a creature you can see within 30 feet makes a death saving throw, you can use your reaction to expend a use of Bardic Inspiration and make a Charisma (Performance) check. The creature can choose to use the result of your check in place\r\nof making a normal death saving throw roll.\r\n\r\n[h3]Mask of Tragedy[\/h3]\r\nYou can bargain with death itself for more time. When you are reduced to 0 hit points but not killed outright, you can expend a use of Bardic Inspiration die to immediately make a Charisma (Performance) check. If the result of your check is a 20 or greater, you fall to 1 hit point instead of 0.\r\n\r\n[h1]College of Eloquence[\/h1]\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 persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.\r\n\r\n[h2]Silver Tongue[\/h2]\r\n[i]3rd-level College of Eloquence feature[\/i]\r\n\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[h2]Unsettling Words[\/h2]\r\n[i]3rd-level College of Eloquence feature[\/i]\r\n\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[h2]Unfailing Inspiration[\/h2]\r\n[i]6th-level College of Eloquence feature[\/i]\r\n\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[h2]Universal Speech[\/h2]\r\n[i]6th-level College of Eloquence feature[\/i]\r\n\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.\r\n\r\nOnce 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[h2]Infectious Inspiration[\/h2]\r\n[i]14th-level College of Eloquence feature[\/i]\r\n\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 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.\r\n\r\n[h1]College of Eulogies[\/h1]\r\nBards are masters of eliciting all types of emotions with their music. They use their magic to make audiences feel a longing for places they have never been and love for people long dead. Those who join the College of Eulogies have a fondness for the more negative emotions; grief, sorrow, and fear. They take their name from the speeches typically delivered in memory of the deceased, for they see themselves as bringers of death.\r\n\r\n[h2]Bardic Dirge[\/h2]\r\n[i]3rd-level College of Eulogies feature[\/i]\r\n\r\nYou wield the melancholic magic of negative emotions and can use it to inflict minor curses. When a creature that can hear you within 60 feet, makes an attack roll, ability check, or saving throw, you can use your reaction to expend a use of Bardic Inspiration to impose disadvantage on its roll.\r\n\r\n[h2]Lament for the Dead[\/h2]\r\n[i]3rd-level College of Eulogies feature[\/i]\r\n\r\nYou have steeped yourself in strange magic and ancient lore associated with death. Whenever you make an Intelligence check to recall knowledge pertaining to rituals or lore related to death, the undead, or the magic of necromancy, you can add double your proficiency bonus to your roll.\r\n\r\nAlso, whenever you learn a new Bard spell, you can choose to learn a necromancy spell of your choice from any spell list.\r\n\r\n[h2]Restless Spirit[\/h2]\r\n[i]6th-level College of Eulogies feature[\/i]\r\n\r\nYou can conjure and bind Restless Spirits that died with unfinished business. At the end of each long rest, you can perform a short ritual that summons such a Spirit. It is friendly to both you and your allies, obeys your commands, and uses the Restless Spirit stat block, which uses your Spell Save DC, and proficiency bonus (PB).\r\n\r\nIn combat, the Spirit acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you used your bonus action to command it to take one of the actions in its stat block, or another action. If you are incapacitated, the Restless Spirit can take any action it chooses.\r\n\r\nIf your Spirit was destroyed within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, it returns from beyond the veil with all its hit points restored.\r\n\r\n[h2]Infectious Despair[\/h2]\r\n[i]14th-level College of Eulogies feature[\/i]\r\n\r\nThe sadness and despair that you inflict upon your foes cloys to them until it exacts its toll. When you use Bardic Dirge on a creature, and that creature succeeds on its roll despite the disadvantage, it also has disadvantage on its next attack roll, ability check, or saving throw it makes as well.\r\n\r\nRegardless of the outcome of the second roll, this feature ends after its next attack roll, ability check, or saving throw.\r\n\r\n[h1]College of Fate[\/h1]\r\nTo inspire greatness, a bard sings of fearless heroes and fabled deeds of the past or of an imaginary world. Those who belong to the College of Fate don't dwell on history or imagination: they sing of the future. They compose what still has to happen through the uncompromising power of their art and will, peering into the unknown and warping reality to resemble their fiction. Their signature is etched on the patterns of the Norns, and their companions know they will achieve godly undertakings, becoming more and more exalted as their already written story manifests in reality.\r\n\r\n[h2]Song of Exalted Destiny[\/h2]\r\n[i]3rd-level College of Fate feature[\/i]\r\n\r\nWhen you rest and get ready to face the challenges of the day, you get inspiration for your art, knowing full well that what you play and sing will eventually come to pass, and what mighty glory it will bring upon your witnesses. When you finish a short or long rest, roll 3d20 and record the numbers rolled (reroll any doubles until all the numbers are different). These are your destiny dice. When any other creature of your choice makes an ability check, an attack roll or a saving throw, if the number rolled on the die is the same of one of your destiny dice, the matching destiny die is expended, and the creature that rolled it becomes exalted for 1 minute or until they become unconscious or are incapacitated.\r\n\r\nWhen an exalted creature uses your Bardic Inspiration die on an ability check, an attack roll or a saving throw, they can roll the Bardic Inspiration dice twice and pick the best result.\r\n\r\nAt any point while a creature is exalted, they can gain one of the following benefits of their choice:\r\n\r\n[ul]\r\n[li]They heal a number of hit points equal to a roll of your Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).[\/li]\r\n[li]When they are hit by an attack, they can use their reaction to gain a bonus to their AC equal to a roll of your Bardic Inspiration die, potentially causing the attack to miss. This bonus lasts until the start of their next turn.[\/li]\r\n[li]When they roll for the damage of an attack, that attack deals bonus damage equal to a roll of your Bardic Inspiration die.[\/li]\r\n[li]When they make an ability check and that check fails, they can reroll the check and must use the second roll. The rerolled ability check can be the one that caused the destiny die to be expended.[\/li]\r\n[\/ul]\r\n\r\nOnce an exalted creature has gained a benefit of this feature, they can't do so again until they become exalted again.\r\n\r\nWhen you finish a short or long rest, any unused destiny die is lost.\r\n\r\nWhen you reach 6th level in this class, you roll 5d20 when you finish a short or long rest instead of 3.\r\n\r\n[h2]Song of Certain Doom[\/h2]\r\n[i]3rd-level College of Fate feature[\/i]\r\n\r\nYour stories tell of the deeds of your allies as well as the doom of your foes. As a bonus action, you can expend a use of your Bardic Inspiration and choose a creature within 60 feet of you that you can see, to which you recite their imminent failure. The next time that creature is hit by an attack or fails an attack roll, ability check or saving throw, they realise the truth in your words and become frightened of you. This effect lasts for 1 minute, or until the creature scores a critical hit. At the end of each of their turns, the creature can make a Wisdom saving throw against your spell save DC, ending the effect on a success.\r\n\r\n[h2]Grandiose Destiny[\/h2]\r\n[i]6th-level College of Fate feature[\/i]\r\n\r\nThe divinatory and fate-shaping capacities of your art are even more astounding, granting new benefits to your allies and extending those benefits to yourself. When an exalted creature chooses a benefit from your Song of Exalted Destiny feature, the following options are added to the list:\r\n\r\n[ul]\r\n[li]They can take the Dash action as a bonus action once. This Dash does not provoke opportunity attacks.[\/li]\r\n[li]They can take a reaction to make one weapon attack.[\/li]\r\n[li]When they make a saving throw and the save fails, they can reroll the save and must use the new roll. The rerolled saving throw can be the one that caused the destiny die to be expended.[\/li]\r\n[\/ul]\r\n\r\nAdditionally, each time a destiny die is expended, you can gain one benefit from the list of your Song of Exalted Destiny feature or from the list of this feature, as long as you do that while the creature who expended the destiny die is exalted.\r\n\r\n[h2]Fate of the Exalted[\/h2]\r\n[i]14th-level College of Fate feature[\/i]\r\n\r\nAs the tales you weave become truth and the heroes you sing of carve their legend, you go beyond the limits of your form, channeling your will and mastery to briefly force the hand of the Norns themselves. When you or a creature you can see makes an ability check, an attack roll or a saving throw, you can cause the attack to hit, or the check or save to succeed. You can use this feature after you see the roll, and after the DM says whether the roll succeeds or fails.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h1]College of Fine Art[\/h1]\r\nWhile most Bards unlock their signature magic with song, some learn to channel magic through visual mediums. Most often using ink or paint, these whimsical artists animate wondrous images to both entertain and adventure with. They can channel bardic illusion magic through art and bring the strange and wonderful figments of their imagination to life.\r\n\r\n[h2]Classical Artist[\/h2]\r\n[i]3rd-level College of Fine Art feature[\/i]\r\n\r\nYou have mastered the use of visual art forms for your bardic magic. You gain proficiency with calligrapher's and painter's supplies, and whenever you make an ability check with either tool you can add double your proficiency bonus to your roll.\r\n\r\nMoreover, you can use calligrapher's supplies or painter's supplies as a spellcasting focus for any Bard spell you know.\r\n\r\nFinally, whenever you learn a Bard spell, you can choose to learn an illusion spell of your choice from any spell list.\r\n\r\n[h2]Living Art[\/h2]\r\n[i]3rd-level College of Fine Art feature[\/i]\r\n\r\nYour signature bardic magic can bring your artwork to life. You learn the find familiar spell, but it doesn't count against your total number of Spells Known. Though, you can only cast find familiar using calligrapher's supplies or painter's supplies as your spellcasting focus.\r\n\r\nWhen you cast find familiar in this way, your familiar resembles a living two-dimensional piece of artwork. As an action, your familiar can flatten itself against any surface to appear as mundane art or graffiti. If a creature succeeds on an Intelligence (Investigation) check against your Spell Save DC it realizes that the artwork is a living familiar.\r\n\r\n[h2]Illusory Artwork[\/h2]\r\n[i]6th-level College of Fine Art feature[\/i]\r\n\r\nIf you cast an illusion spell and use calligrapher's supplies or painter's supplies as your spellcasting focus you can expend a use of Bardic Inspiration to cast the spell with a spell slot one level lower than you normally would (minimum of 1st-level).\r\n\r\n[h2]Bardic Masterpiece[\/h2]\r\n[i]14th-level College of Fine Art feature[\/i]\r\n\r\nAs an action you can use calligrapher's or painter's supplies to paint a picture of a beast of CR 4 or lower that you have seen before in an unoccupied space adjacent to you, bringing the artistic depiction on the beast to life for 1 minute.\r\n\r\nWhile it is animated, the artwork beast is completely under your control, is friendly toward you and your allies, and it uses the stat block of the beast you depicted. In combat, the beast shares your initiative, but it can only take the Dodge action unless you use your bonus action to command it to take an action from its stat block or another action.\r\n\r\nIf the artwork beast is reduced to zero hit points it is dispelled and melts into a puddle of ink or paint.\r\n\r\nOnce you use this feature you must finish a long rest before you can use it again. When you have no uses of this feature remaining, you can expend a spell slot of 5th-level or higher to use it again.\r\n\r\n[h1]College of Fools[\/h1]\r\nBards who join the College of Fools use crude stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from tavern crowds to royal courts. Where other Bards seek out forgotten lore or tales of bravery, Fools tell embarrassing and hilarious stories of all kinds. Fools undermine the plans of the powerful, and their acrobatic ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.\r\n\r\n[h2]Satirical Theatrics[\/h2]\r\n[i]3rd-level College of Fools feature[\/i]\r\n\r\nYou gain the skills to pass as a bumbling nincompoop. You gain proficiency in Acrobatics and Sleight of Hand, and when you make an ability check with either of these skills, you can treat a d20 roll of 7 or lower as an 8.\r\n\r\n[h2]Tumbling Fool[\/h2]\r\n[i]3rd-level College of Fools feature[\/i]\r\n\r\nYour training allows you to move about in strange and bizarrely entertaining ways. You can take the Dash action as a bonus action. When you take the Dash action, you gain the following benefits, which last until the end of your turn:\r\n\r\n[ul]\r\n[li]Opportunity attacks against you have disadvantage.[\/li]\r\n[li]You gain a climbing speed equal to your walking speed.[\/li]\r\n[li]You can reduce any falling damage you take by an amount equal to your Bard level + your Charisma modifier.[\/li]\r\n[\/ul]\r\n\r\n[h2]Sharp Tongue[\/h2]\r\n[i]6th-level College of Fools feature[\/i]\r\n\r\nYou learn vicious mockery, but it doesn't count against your total number of Cantrips Known, and when you use vicious mockery you add your Charisma modifier to the damage roll.\r\n\r\nIf you already know vicious mockery you learn another cantrip of your choice from the Bard spell list.\r\n\r\n[h2]Sharper Wit[\/h2]\r\n[i]6th-level College of Fools feature[\/i]\r\n\r\nWhen a creature that you can see targets you with an attack, you can use your reaction to cast vicious mockery targeting the attacker. If it fails its saving throw, it must choose another target within range of its attack. If there are no other targets in range then its attack misses.\r\n\r\nYou can cast vicious mockery as a 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.\r\n\r\n[h2]Fool's Luck[\/h2]\r\n[i]14th-level College of Fools feature[\/i]\r\n\r\nYou combine bardic magic with foolish antics to manipulate luck. When you make an ability check, attack roll, or saving throw with advantage, you can choose to automatically fail in comical fashion and gain one point of Fool's Luck\r\n\r\nWhen a creature within 30 feet that can see or hear you, makes an attack roll, ability check, or saving throw, you can use your reaction to expend a point of Fool's Luck to impose advantage or disadvantage (your choice) on its roll.\r\n\r\nYou can have a total number of points of Fool's Luck equal to your Charisma modifier (minimum of 1). Unused Fool's Luck fades at the end of your next long rest.\r\n\r\n[h1]College of Glamour[\/h1]\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[h2]Mantle of Inspiration[\/h2]\r\n[i]3rd-level College of Glamour feature[\/i]\r\n\r\nYou gain the ability to weave a song of fey magic that imbues your allies with vigour and speed.\r\n\r\nAs a bonus action, you can use your Bardic Inspiration to invoke the magic of the fey wild and grand yourself wonderous appearance. This wonderous appearance lasts for 1 minute, until you fall unconscious, or until you end it (no action required by you). While your wonderous appearance persist you gain the following benefits:\r\n\r\n[ul]\r\n[li]When you invoke this appearance, choose a number of creatures you can see and that can hear 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. Each creature that gains these hit points can immediately use its reaction to move up to its speed, without provoking opportunity attacks.[\/li]\r\n[li]You, and creatures of your choice that are within 10 feet of you have their movement speed increases by 5 feet.[\/li]\r\n[li]As a bonus action on each of your turns, you can grant a creature that you can see within 60 feet of you 5 temporary hit points.[\/li]\r\n[\/ul]\r\n\r\nThe temporary hit points granted from this feature last for the duration of your Mantle and the number of temporary hit points, and the movement speed increase increases when you reach certain levels in this class, increasing to 10 at 5th level, 15 at 10th level, 20 at 15th level, and 25 at 20th level.\r\n\r\n[h2]Enthralling Performance[\/h2]\r\n[i]3rd-level College of Glamour feature[\/i]\r\n\r\nYou 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, or until you or your allies do anything harmful to it.\r\n\r\nRegardless if target succeeds on its saving throw or not, it 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[h2]Mantle of Majesty[\/h2]\r\n[i]6th-level College of Glamour feature[\/i]\r\n\r\nYou gain the ability to cloak yourself in a fey magic that makes others want to serve you. While transformed via your Mantel of Inspiration feature, you can cast the command spell, without expending a spell slot, as an action or bonus action on each of your turns.\r\n\r\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\r\n\r\n[h2]Unbreakable Majesty[\/h2]\r\n[i]14th-level College of Glamour feature[\/i]\r\n\r\nYour appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\r\n\r\nIn addition, while you are transformed via your Mantle of Inspiration feature, you gain the following additional benefits:\r\n\r\nWhenever a creature that you can see makes an attack against you, it has disadvantage on any saving throw it makes against your spells or abilities until the end of your next turn.\r\nWhenever a creature tries to attack you for the first time on a turn, it must make a Charisma saving throw against your spell save DC. On a failed save, it cannot attack you until the start of its next turn, and it must choose a new target for the triggering attack, else it is wasted.\r\n\r\n[h1]College of Glory[\/h1]\r\nBards are known for telling the tale and ballads that laud the heroic action of others. While most are satisfied by this role, others strive to be the hero themselves. Many a brave Bard has joined the ranks of the College of Glory for this reason.\r\n\r\nValuing bravery and decisive action above all, Glory Bards emulate heroes of legend. Augmented by magic, they cultivate larger-than-life personas and hone physical abilities to match.\r\n\r\n[h2]Heroic Stature[\/h2]\r\n[i]3rd-level College of Glory feature[\/i]\r\n\r\nYou have decided to become the hero that other Bards will sing of. You gain the following benefits so long as you are not wearing armor or wielding a shield:\r\n\r\n[ul]\r\n[li]Your Armor Class is equal to 10 + your Strength modifier + your Charisma modifier.[\/li]\r\n[li]Your unarmed strikes deal bludgeoning damage equal to one roll of your Bardic Inspiration die + your Strength modifier on hit.[\/li]\r\n[li]Whenever you make a Strength (Athletics) check or roll damage for an unarmed strike, you can expend a use of Bardic Inspiration and add it to the result of your roll.[\/li]\r\n[\/ul]\r\n\r\n[h2]Glorious Purpose[\/h2]\r\n[i]3rd-level College of Glory feature[\/i]\r\n\r\nYou have trained to overcome any obstacle that may stand in the path of your legend. You gain proficiency in Athletics and have advantage on saving throws to resist being frightened.\r\n\r\n[h2]Extra Attack[\/h2]\r\n[i]6th-level College of Glory feature[\/i]\r\n\r\nYou can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your Bard cantrips in place of one of those attacks.\r\n\r\n[h2]Hero of Legend[\/h2]\r\n[i]14th-level College of Glory feature[\/i]\r\n\r\nYou take up the mantle of a legendary hero, transforming to match the legend. You can use a bonus action to transform into your Heroic Form, gaining the following benefits:\r\n\r\n[ul]\r\n[li]You gain temporary hit points equal to your Bard level.[\/li]\r\n[li]You can take the Dash action as a bonus action so long as you end your movement closer to a hostile creature.[\/li]\r\n[li]As a reaction when a creature targets you with a melee attack, you can make one attack against that creature.[\/li]\r\n[\/ul]\r\n\r\nThese benefits last for 1 minute and end early if you fall unconscious or die. Once you use this feature you must finish a short or long rest before you can transform again.\r\n\r\n[h2]Paragon of Glory[\/h2]\r\n[i]14th-level College of Glory feature[\/i]\r\n\r\nYou are immune to the frightened condition, and whenever you make a death saving throw you can expend a use of Bardic Inspiration, roll it, and add the result to your roll.\r\n\r\n[h1]College of Lore[\/h1]\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[h2]Bonus Proficiencies[\/h2]\r\n[i]3rd-level College of Lore feature[\/i]\r\n\r\nYou gain proficiency with three skills of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.\r\n\r\n[h2]Cutting Words[\/h2]\r\n[i]3rd-level College of Lore feature[\/i]\r\n\r\nYou 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.\r\n\r\n[h2]Additional Magical Secrets[\/h2]\r\n[i]6th-level College of Lore feature[\/i]\r\n\r\nYou learn three 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[h2]Peerless Skill[\/h2]\r\n[i]14th-level College of Lore feature[\/i]\r\n\r\nStarting at 14th level, whenever you fail an ability check, you can reroll the d20 and must use the new roll.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.\r\n\r\n[h1]College of Lovers[\/h1]\r\nBards of the College of Lovers create music from the feelings of the creature around them. During a performance, the aud- ience is made to feel as though all their emotions are mixing and adding together. It is no wonder, then, that these bards are sought-after entertainment for parties and celebrations. The Lovers know how to easily manipulate feelings, and they take great pride in making their allure seem effortless. You can choose a magical, attractive quality for your character or determine it by rolling on the Attractive Quality table.\r\n\r\n[h2]Chord of Indecision[\/h2]\r\n[i]3rd-level College of Lovers feature[\/i]\r\n\r\nYou know how to release special reverberations that cause creatures to hesitate. 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. On its next turn, the creature must subtract the number rolled times 5 from its speed. Additionally, the creature can't use its reaction until the beginning of your next turn.\r\n\r\n[h2]Words of Connection[\/h2]\r\n[i]3rd-level College of Lovers feature[\/i]\r\n\r\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to form an empathic bond with it and convince it that seeing things from a new perspective would help it in some way. At the end of the conversation, the target must suc- ceed on a Wisdom saving throw against your spell save DC or be charmed by you. The target is charmed this way for 10 minutes, ending early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. During this time, you and the target share all senses and can communicate with each other telepathically.\r\n\r\nWhile the target is charmed this way, you can use your bonus action to switch personalities with it, allowing you to\r\n\r\ncontrol the target's body and allowing it to control yours until the charm ends or you use your bonus action to switch back. Both you and the target use the game statistics of the other creature while your personalities are switched, although you both retain your own alignment, proficiency bonus, skill prof- iciencies, and Intelligence, Wisdom, and Charisma scores. Neither you nor the target can cast spells while controlling the other creature's body or attempt to put them in harm's way, such as by approaching a cliff with the intent to jump.\r\n\r\nIf the target succeeds on its saving throw, the target has no idea that you tried to magically charm it.\r\n\r\nWhen the effect ends, the target knows that you charmed it. However, unless it has good reason to think otherwise, it believes that the experience was beneficial to its well-being.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest or expend a spell slot to use it again.\r\n\r\n[h2]Affective Priority[\/h2]\r\n[i]6th-level College of Lovers feature[\/i]\r\n\r\nYou can project the image of a person's soulmate directly into their mind, making them think that you are actually the object of their affections. As a bonus action, you force one humanoid you can see within 60 feet of you to succeed on a Wisdom saving throw against your spell save DC or become charmed by you for the next hour. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.\r\n\r\nWhile charmed in this way, if the target notices another creature charmed by you, it sees the other creature as a rival and goes out of its way to incapacitate that creature, even if your charm ends on the perceived rival later. Otherwise, if the target enters combat against hostile creatures, it will only use its action to Dash, Dodge, or Help in a way that assists you.\r\n\r\nEach time the target takes damage from a source other than its perceived rival, it makes a new Wisdom saving throw. If the saving throw succeeds, the charm ends immediately.\r\n\r\nOnce you use this feature, you can't do so again until you finish a short or long rest.\r\n\r\n[h2]Irresistible Charms[\/h2]\r\n[i]14th-level College of Lovers feature[\/i]\r\n\r\nCreatures have disadvantage on saving throws against being charmed by you.\r\n\r\n[h1]College of Radiance[\/h1]\r\nWorship takes on many forms across the multiverse; the quiet contemplation of the monastic hermit, the insightful guidance of the temple priest, the resolute dedication of the faith-filled zealot, and the impassioned preacher spreading the tenants of their faith across the land with word and song.\r\n\r\nBards of the College of Radiance are devout preachers of the divine, and all their performances sing the praise of their deity. These bards use the power of their voice to further the will of their god and inspire devotion in their followers.\r\n\r\n[h2]Divine Revelation[\/h2]\r\n[i]3rd-level College of Radiance feature[\/i]\r\n\r\nYour deity has blessed you with a measure of their divine power in return for your service. Choose a Divine Domain from those available to the Cleric that best fits the deity you serve. Whenever you learn a new Bard spell, you can choose from the Bard spell list, the Cleric spell list, or your list of Domain Spells, and the spell becomes a Bard spell for you. You must obey all other rules from learning a new spell.\r\n\r\nYou also gain proficiency in Religion, and you add double your proficiency bonus to Intelligence (Religion) checks.\r\n\r\n[h2]Words of Healing[\/h2]\r\n[i]3rd-level College of Radiance feature[\/i]\r\n\r\nThe god you serve empowers your healing magic. When you cast a Bard spell of 1st-level or higher that restores hit points to a creature, the target regains additional hit points equal to your Charisma modifier (minimum of 1).\r\n\r\n[h2]Heavenly Chorus[\/h2]\r\n[i]6th-level College of Radiance feature[\/i]\r\n\r\nYour faith empowers your bardic song. When you use Countercharm, you can expend a use of Bardic Inspiration to empower it with one of the following celestial effects:\r\n\r\n[h3]Guidance[\/h3]\r\nCreatures of your choice within range add your Charisma modifier (minimum of +1) to the first ability check, attack roll, or saving throw they make before the start of your next turn.\r\n\r\n[h3]Judgment[\/h3]\r\nOne creature of your choice within range that can hear you must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn. Once a creature succeeds on this saving throw, or the effect ends for it, that creature is immune to this effect for the next 24 hours.\r\n\r\n[h3]Protection[\/h3]\r\nFor the duration, creatures of your choice within range are resistant to necrotic and radiant damage, and their maximum hit points cannot be reduced.\r\n\r\n[h3]Restoration[\/h3]\r\nOne creature of your choice within range that can hear you gains temporary hit points equal to your Bardic Inspiration.\r\n\r\n[h2]Beatific Vision[\/h2]\r\n[i]14th-level College of Radiance feature[\/i]\r\n\r\nYou can allow the power of your deity to shine forth from you. When you cast a Bard spell that forces at least one creature to make a saving throw, you can expend Bardic Inspiration to impose disadvantage on one creature's saving throw for each Bardic Inspiration you expend as part of this spell.\r\n\r\n[h1]College of Revelry[\/h1]\r\nBards that join the College of Revelry somehow seem to be the center of attention wherever they go. They enjoy the after-party more than their performance, and they never turn down an invitation to a good time. From formal banquets to harvest celebrations of small towns, Revelry Bards live for the party.\r\n\r\n[h2]Charming Presence[\/h2]\r\n[i]3rd-level College of Revelry feature[\/i]\r\n\r\nYour natural charm makes others uniquely comfortable around you. You gain proficiency in Persuasion. If you are already proficient in Persuasion you instead gain proficiency\r\nin either Deception, Performance, or Sleight of Hand.\r\n\r\nIf you are currently carousing with a creature, you have advantage on any Deception, Performance, Persuasion, or Sleight of Hand checks you make directed at that creature.\r\n\r\nFor the purposes of this feature, carousing could be any of the following activities: drinking, dancing, feasting, partying, gambling, or any other activity that lowers inhibitions.\r\n\r\n[h2]Depraved Enchantments[\/h2]\r\n[i]3rd-level College of Revelry feature[\/i]\r\n\r\nYour voice drips with debilitating pleasure and weakens the mental resolve of your enemies. Whenever you cast an enchantment spell of 1st-level or higher with a verbal component, you can expend a use of Bardic Inspiration to impose disadvantage on the target's saving throw.\r\n\r\n[h2]Stirring Performance[\/h2]\r\n[i]6th-level College of Revelry feature[\/i]\r\n\r\nYour presence during rests enlivens your allies and assuages their worries. Any creature that benefits from your Song of Rest feature regains additional hit points equal to your Charisma modifier (minimum of 1 hit point).\r\n\r\nMoreover, any creature that benefits from your Song of Rest feature also has advantage on the first ability check, attack roll, or saving throw it makes after it completes a short rest with you.\r\n\r\n[h2]Hedonistic Trance[\/h2]\r\n[i]14th-level College of Revelry feature[\/i]\r\n\r\nYour bardic songs send creatures into a state of ecstasy. As an action, you can expend a use of Bardic Inspiration to force a creature that can hear you within 30 feet to make a Wisdom saving throw. On a failed save, it is stunned for 1 minute. If the creature takes damage, it can immediately repeat the saving throw, ending the effect on a success. If the creature succeeds on its saving throw, or the effect ends for it, it is immune to this feature for the next 24 hours.\r\n\r\nWhile stunned, the creature is in state of pure ecstasy of your choosing. It could be a drunken stupor, a fit of uncontrollable laughter, sensual hallucinations, or overwhelming pleasure.\r\n\r\nWhen you use this feature, you can expend an additional use of your Bardic Inspiration to impose disadvantage on its initial saving throw.\r\n\r\n[h1]College of Seafaring[\/h1]\r\nThe open ocean has been an evocative setting in many stories and poems. Completely separated from the rest off the world and yet surrounded by your fellow crew, the ocean can be both isolating and communal. Trapped between the dark blue of the sea and the light blue of the sky, either of which can be tempestuous and hostile or serene and magnificent. Where your survival comes down to the abilities of you an your shipmates. All these elements of water travel can inspire storytellers and musicians, but the thing that does most of all are probably the sea shanties -- work songs sung by a ship's crew to work together in rhythm. These shanties unify the sailors and tell tales of tradition, glory, and the fun soon to be had once they're off this bloody boat.\r\n\r\nBards of the College of Seafaring can have developed their abilities on trading ships, fishing vessels, or naval warships, but may have simply taken an interest in maritime tradition, finding the imagery of the briny deep compelling and the songs of the sea beautiful.\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\n[i]3rd-level College of Seafaring feature[\/i]\r\n\r\nYou gain proficiency in vehicles (water), and your choice of one from Athletics, Perception, and Performance. Also, you gain a climbing and swimming speed equal to your walking speed.\r\n\r\n[h2]Shanty Call and Response[\/h2]\r\n[i]3rd-level College of Seafaring feature[\/i]\r\n\r\nYou can lead a work song to aid in physical activities. As an action, you may roll a Bardic Inspiration die, expending a use, to begin the song. When you do so, each friendly creature other than you within 60 feet of you that can hear you may use its reaction to sing a response. Each creature that does so gains the following benefits until the end of your next turn:\r\n\r\n[ul]\r\n[li]Its movement speed increases by 5 feet plus a number of feet equal to the number rolled.[\/li]\r\n[li]The next ability check it makes using Strength or attack roll using Strength or Dexterity gains a bonus equal to the roll.[\/li]\r\n[\/ul]\r\n\r\nYou can continue the work song as an bonus action on your subsequent turns. You roll a Bardic Inspiration for each subsequent turn, but do not expend it. A creature must use its reaction to sing a response each time to gain its benefits. The work song ends after 10 minutes, and ends early if you are incapacitated, do not continue it as a bonus action, or if no creature uses its reaction to sing a response.\r\n\r\n[h2]Song of Fair Travel[\/h2]\r\n[i]6th-level College of Seafaring feature[\/i]\r\n\r\nYour performances can make traveling long distances easier and pass quicker and soothe the weather around you. While you are using your action to perform, creatures that can hear you have double the travel pace. If you are traveling by ship, the ship's speed is tripled. In addition, you may have the performance cause the area in a 60-foot radius around you to become fair weather; nonmagical precipitation and winds can't penetrate the area (unless you allow it to) and the temperature in the area is mild.\r\n\r\n[h2]Song of Storms[\/h2]\r\n[i]14th-level College of Seafaring feature[\/i]\r\n\r\nJust as you can abate meteorological elements, you can call upon them. As an action, choose a point you can see within 120 feet of you. A weather effect of your choice from the options below occurs in a 30-foot cube centered on the point and lasts for 1 minute. Any saving throw required is against your bard spell save DC.\r\n\r\nOnce you choose one of the options with this feature, you can't choose that option again until you finish a long rest.\r\n\r\n[b]Wind Gales. [\/b]Choose the direction the wind is blowing in the area. Ranged attacks not going with the wind are made at disadvantage. A creature not moving with the wind must expend 4 feet of movement for each foot moved. A creature that begins its turn in the area must succeed a Strength saving throw or be pushed 10 feet in the direction of the wind. A creature can choose to fail this save.\r\n\r\nAt the beginning of your subsequent turns, you may change the direction of the wind.\r\n\r\n[b]Rain Torrent. [\/b]The area becomes lightly obscured and extinguishes open flames. The area is difficult terrain and the rain makes the ground in the area treacherous to move. If the ground is rocky or made of worked stone or wood it becomes slick, and a creature on the ground that enters the area or begins moving through it for the first time on a turn must succeed a Dexterity saving throw or become prone. If the ground is sand, dirt, or grass, it becomes muddy, and a creature on the ground that enters the area or begins moving through it for the first time on a turn must succeed a Strength saving throw or become restrained until the end of the turn. A flying creature that enters the area or begins its turn there must succeed a Strength saving throw or become prone.\r\n\r\nAt the beginning of your subsequent turns, you may move the area 10 feet in any direction.\r\n\r\n[b]Lightning Strikes. [\/b]Three lightning bolts strike at three points of your choice in the area causing a burst of thunder. Each creature within 5 feet of a point must make a Dexterity saving throw, taking 2d6 lightning damage on a failed save and half as much on a success. Each creature within 10 feet of the point must make a Constitution saving throw, taking 1d6 thunder damage on a failure or half as much on a success.\r\n\r\nAt the beginning of your subsequent turns, you may cause one lightning bolt to strike a point of your choice in the area for the same effect.\r\n\r\n[h1]College of Serpents[\/h1]\r\nTrained in the art of poisoning, bards of the College of Serpents make for efficient mercenaries, assassins, and spies. The College of Serpents has an infamous reputation due to the grim nature of its work, its members often feared as murderers or usurpers by common folk. Equipped with a silver tongue and a venomous touch, they excel at infiltrating societies and organizations to get closer to their mark. Disciples of this college are taught to ensure that their final blow to their unfortunate victims is cruel and internal, unseen by any onlookers. When a noble drops dead in broad daylight, unable to breathe and drowning in his own saliva, it's not uncommon to spot an inconspicuous snake charmer nearby, distracting the crowd as he performs for mere coppers.\r\n\r\n[h2]Kiss of the Cobra[\/h2]\r\n[i]3rd-level College of Serpent feature\r\n[\/i]\r\nWhen you join the College of Serpents at 3rd level, your touch is infused with the vile poison of a serpent.\r\n\r\nWhenever you make a weapon attack or cast a damaging spell, you can expend one use of your Bardic Inspiration to deal extra poison damage equal to the number you roll on your Bardic Inspiration Die. The target must then succeed a Constitution saving throw against your Spell Save DC or be poisoned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.\r\n\r\nAdditionally, you gain proficiency with a poisoner's kit, or expertise if you're already proficient. Due to your serpentine mutations, you are always equipped with a poisoner's kit. You can also expend one Bardic Inspiration die to create a flavorless venom that applies this feature to any creature that ingests it. The extracted venom expires after 24 hours.\r\n\r\n[h2]Viper's Vision[\/h2]\r\n[i]3rd-level College of Serpent feature[\/i]\r\n\r\nAlso at 3rd level, your sight becomes as sharp as viper fangs.\r\n\r\nAt will, you can choose to enter a trance that expands your perceptive senses beyond light, sharpening your pupils to become thin, snake-like slits. While you're in this trance, you gain immunity to the blinded condition and can see dim light and darkness within 60 feet of you as if it were bright light. Within this range, you're able to see through solid objects and instead of color, you perceive everything by its temperature. The hotter something is, the warmer its color, and the colder something is, the cooler its color. If you already have darkvision, the range of this feature extends to 120 feet.\r\n\r\n[h2]Mamba's Malignancy[\/h2]\r\n[i]6th-level College of Serpent feature[\/i]\r\n\r\nStarting at 6th level, the toxins you produce boil blood and fester with vicious efficiency. You gain immunity to poison damage and the poisoned condition. Poison damage you deal ignores resistances and you can add your Charisma modifier to any poison damage you deal once per round. When you use the Kiss of the Cobra feature, you can choose to treat all damage dealt by the accompanying weapon attack or spell as poison damage.\r\n\r\nAdditionally, whenever you poison a creature, it takes poison damage equal to your Bardic Inspiration die at the start of each of its turns.\r\n\r\n[h2]Heart of Virulence[\/h2]\r\n[i]14th-level College of Serpent feature[\/i]\r\n\r\nAt 14th level, your veins run thick with noxious ichor instead of mortal blood. Whenever you are targeted by poison damage, you instead heal for an amount equal to the damage or your Charisma modifier, whichever is lower. Poison damage you deal treats immunity as resistance, and you can poison creatures with immunity to the poisoned condition, giving them advantage on the Constitution saving throw instead.\r\n\r\nAdditionally, you master forbidden secrets on formulating the perfect poison. When you hit a poisoned creature with an attack or spell, you can alter the poison within them to transform into a ravenous virus that converts blood into poison. Once you plan this mutation within them, it remains dormant until you use an action to awaken it. When you use this action, the creature must make a Constitution saving throw against your spell save DC. It loses all immunities, resistances, and saving throw proficiencies, becomes poisoned, and takes a number of d10 equal to your bard level in poison damage on a failed save, or half as much damage on a successful one. A creature cannot regain hit points while it has the dormant virus.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h1]College of Spirits[\/h1]\r\nBards of the College of Spirits seek tales with inherent power\u2014be they legends, histories, or fictions\u2014 and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn\u2019t always entirely under their control.\r\n\r\n[h2]Guiding Whispers[\/h2]\r\n[i]3rd-level College of Spirits feature[\/i]\r\n\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[h2]Spirtual Focus[\/h2]\r\n[i]3rd-level College of Spirits feature[\/i]\r\n\r\nYou employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.\r\n\r\nWhen you cast a spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.\r\n\r\n[h2]Tales from Beyond[\/h2]\r\n[i]3rd-level College of Spirits feature[\/i]\r\n\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 Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. 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. When you reach certain levels in this class you can retain multiple tales, 2 at 5th level, 3 at 10th level and 4 at 15th level. If the tale requires a saving throw, the DC equals your spell save DC.\r\n\r\n[ol]\r\n[li][b]Tale of the Clever Animal.[\/b] For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die\u2019s number to the check. The extra die is the same type as your Bardic Inspiration die.[\/li]\r\n[li][b]Tale of the Renowned Duelist.[\/b] When you the target deals damage to a creature, The creature takes force damage equal to one rolls of your Bardic Inspiration die + your Charisma modifier.[\/li]\r\n[li][b]Tale of the Beloved Friends.[\/b] The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier.[\/li]\r\n[li][b]Tale of the Runaway.[\/b] 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 0) to immediately use the same reaction.[\/li]\r\n[li][b]Tale of the Avenger.[\/b] For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.[\/li]\r\n[li][b]Tale of the Traveler.[\/b] The target gains temporary hit points equal to two rolls of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target\u2019s walking speed increases by 10 feet and it gains a +1 bonus to its AC.[\/li]\r\n[li][b]Tale of the Beguiler.[\/b] The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.[\/li]\r\n[li][b]Tale of the Phantom.[\/b] The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature\u2019s next turn.[\/li]\r\n[li][b]Tale of the Brute.[\/b] Each creature of the target\u2019s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn\u2019t knocked prone.[\/li]\r\n[li][b]Tale of the Dragon.[\/b] The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.[\/li]\r\n[li][b]Tale of the Angel.[\/b] The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.[\/li]\r\n[li][b]Tale of the Mind-Bender.[\/b] You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.[\/li]\r\n[\/ol]\r\n\r\n[h2]Spirit Session[\/h2]\r\n[i]6th-level College of Spirits feature[\/i]\r\n\r\nSpirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. 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 your proficiency bonus or less and the spell must be of a level you can cast. 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 finish a long rest, and you know the chosen spell until you conduct this ritual again.\r\n\r\n[h2]Quicker Tales[\/h2]\r\n[i]6th-level College of Spirits feature[\/i]\r\n\r\nWith you tales from beyond trait, you can now give a tale as a bonus action on each of your turns. If you prepare a tale with your bonus action, you can also give that tale with the same bonus action.\r\n\r\n[h2]Mystical Connection[\/h2]\r\n[i]14th-level College of Spirits feature[\/i]\r\n\r\nYou now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.\r\n\r\nAdditionally, once per short rest, when you run out of bardic inspiration dice, you can automatically share one last tale.\r\n\r\n[h1]College of Swords[\/h1]\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[h2]Bonus Proficiencies[\/h2]\r\n[i]3rd-level College of Swords feature[\/i]\r\n\r\nYou gain proficiency with medium armour, shields and with one melee martial weapon of your choice.\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[h2]Fighting Style[\/h2]\r\n[i]3rd-level College of Swords feature[\/i]\r\n\r\nYou 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. At the end of a long rest, you can change your fighting style to another choice of this list.\r\n\r\n[h3]Dueling[\/h3]\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[h3]Great Weapon Fighting[\/h3]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\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[h2]Blade Flourish[\/h2]\r\n[i]3rd-level College of Swords feature[\/i]\r\n\r\nYou 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. If a weapon attack that you make as part of this action hits a creature, you can use one of the Blade Flourish options that you know from the list bellow. You can use only one Blade Flourish option per turn. At 3rd level you learn 3 Blade Flourish options and then another at levels 6, 10, 14, and 18.\r\n\r\n[ul]\r\n[li][b]Assailing Flourish.[\/b] You can expend one use of your Bardic Inspiration to rapidly strike a target again. You can make a second attack with your weapon against the same or a different target. The second attack gain a bonus to hit equal to the number you rolled on the Bardic Inspiration die.[\/li]\r\n[li][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.[\/li]\r\n[li][b]Exposing Flourish.[\/b] You can expend one use of your Bardic Inspiration to open your target to a critical blow. Until the beginning of your next turn, attacks against that creature have an increased chance to critically hit, increasing the range by an amount equal to a roll of your bardic inspiration dice.[\/li]\r\n[li][b]Goading 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. The target must make a Wisdom saving throw against your Bard spell save DC, on a failed save they have disadvantage on attacking targets other than you until the end of your next turn.[\/li]\r\n[li][b]Intimidating 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. The target also needs to succeed on a Wisdom save against your Bard spell save DC or be frightened of you until the end of your next turn.[\/li]\r\n[li][b]Intrusive 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 (rounded to the nearest multiple of 5). You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.[\/li]\r\n[li][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 immediately move anywhere within 15ft of the struck target without provoking opportunity attacks.[\/li]\r\n[li][b]Pinning 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. The target must immediately succeed on a Dexterity save against your Bard spell save DC or have their speed reduced to zero until the start of your next turn.[\/li]\r\n[li][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. Additionally you can choose another creature of your choice that you can see within 5 feet of you, that creature also takes the damage as if by the weapon and the extra damage. The damage equals the number you roll on the Bardic Inspiration die.[\/li]\r\n[li][b]Unbalancing 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. The target also needs to immediately succeed on a Strength saving throw against your Bard spell save DC or be knocked prone.[\/li]\r\n[li][b]Violent 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 extra damage equals three rolls of your Bardic Inspiration die.[\/li]\r\n[\/ul]\r\n\r\n[h2]Extra Attack[\/h2]\r\n[i]6th-level College of Swords feature[\/i]\r\n\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nMoreover, you can cast a cantrip in place of one of those attacks.\r\n\r\n[h2]Inspiring Flourishes[\/h2]\r\n[i]6th-level College of Swords feature[\/i]\r\n\r\nWhen you expend a use of Bardic Inspiration on a Flourish, you may choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.\r\n\r\n[h2]Master\u2019s Flourish[\/h2]\r\n[i]14th-level College of Swords feature[\/i]\r\n\r\nWhenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die\r\n\r\nAdditionally, you use your Blade Flourish feature multiple times per turn, though each option can only be used once per turn.\r\n\r\n[h1]College of Symphonies[\/h1]\r\nWhile most creatures are horrified by the sight of a battlefield, and tend to avoid war as much as possible, there are some artists and composers enthralled by the dynamic rhythms of combat. Bards of the College of Symphonies see the battleground as a great orchestra, following the hidden tempo between strikes and conducting their foes and allies as instruments for their compositions.\r\n\r\n[h2]Conductor of Combat[\/h2]\r\n[i]3rd-level College of Symphonies feature[\/i]\r\n\r\nYou are an expert at keeping up with the rhythm of combat, synchronizing your actions accordingly. Whenever you roll initiative you can roll twice and keep both results. On each round of combat you can choose which roll to use to determine your initiative.\r\n\r\nIn addition, you can cast spells through movement alone. When you cast a bard spell that requires a somatic component, you can cast it without providing verbal or material components (unless the component has a specified cost or is consumed by the spell).\r\n\r\n[h2]Symphony of Conflict[\/h2]\r\n[i]3rd-level College of Symphonies feature[\/i]\r\n\r\nYou've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.\r\n\r\nWhen you select this bardic school at 3rd level, you learn 2 conducting techniques of your choice, which are detailed below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.\r\n\r\nYou learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.\r\n\r\n[ul]\r\n[li][b]Aria of Suspense (Ansia).[\/b] You build an air of tension and paranoia with subtle, droning tones. As an action, you expend and roll a Bardic Inspiration die. For the next 10 minutes, any creatures of your choice within 60 feet cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your Bardic Inspiration die roll.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Crash (Marcato).[\/b] You learn how to harness and amplify the roar of a well-placed blow into a violent explosion of sound. When a creature other than yourself within 60 feet of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against your Spell save DC or take thunder damage equal to half of the number you rolled and be knocked prone.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Dirge of Dread (Finale).[\/b] You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally brings a creature within 60 feet to 0 hitpoints, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 15 feet of the triggering ally equal to half of the number rolled (minimum 1). Each target must make a Wisdom saving throw against your Spell save DC or become frightened of the triggering ally until the end of that ally's next turn. After the effect ends, or the save is successful, targeted creatures are immune to Dirge of Dread for the next 24 hours.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Dissonance (Discordia).[\/b] Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to expend and roll a Bardic Inspiration die. You reduce their saving throw by half of the number rolled. You can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Guiding Tone (Fermata).[\/b] You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw against your Spell save DC or take psychic damage equal to half of the number rolled and be pushed 10 feet in a direction you choose. A target can fail the saving throw voluntarily.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Hasten Tempo (Accelerando).[\/b] Your manipulation of tempo and song can inspire others to act more quickly. You can use your Bonus action on your turn to choose one creature other than yourself within 60 feet. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up to the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you finish this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Hymm of Harmony (Armonia). [\/b]The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to the number rolled.[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Majestic Anthem (Maestoso).[\/b] Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hitpoints last until the end of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li][b]Resonance (Risonanza).[\/b] You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage equal to half of the number rolled (minimum of 1).[\/li]\r\n[\/ul]\r\n[b][\/b]\r\n[ul]\r\n[li][b]Sprint (Presto). [\/b]The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.[\/li]\r\n[\/ul]\r\n\r\n[h2]Adagio[\/h2]\r\n[i]6th-level College of Symphonies feature[\/i]\r\n\r\nIn combat, you can direct your enemies to decrease their tempo. As a bonus action, you can expend one use of your Bardic Inspiration to command a creature you can see and that can see you within 60 feet of you. The target must make a wisdom saving throw against your spell save DC or be under the effects of the slow spell for a number of rounds equal to your Charisma modifier (minimum of one). The creature can repeat the saving throw at the end of each of their turns, ending the effect early on a success.\r\n\r\n[h2]Virtuoso of Captivation[\/h2]\r\n[i]14th-level College of Symphonies feature[\/i]\r\n\r\nUpon reaching 14th level, you can begin conducting a mystical symphony as an action, distracting and capturing the minds of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on any saving throws against being charmed and against magical sleep.\r\n\r\nIn addition, affected targets have disadvantage on Wisdom (Perception) rolls that rely on sight or sound to detect targets other than you.\r\n\r\nIn combat, you must spend your action each turn to continue the performance or the effect ends. Once you use Virtuoso of Captivation, you must finish a short or long rest before you can use it again.\r\n\r\n[h1]College of Valour[\/h1]\r\nBards of the College of Valour 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 first-hand 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[h2]Bonus Proficiencies[\/h2]\r\n[i]3rd-level College of Valour feature[\/i]\r\n\r\nYou gain proficiency with medium armour, shields, and martial weapons.\r\n\r\n[h2]Combat Inspiration[\/h2]\r\n[i]3rd-level College of Valour feature[\/i]\r\n\r\nYou 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 until the start of its next turn, after knowing whether it hits or misses.\r\n\r\n[h2]Ward of Valour[\/h2]\r\n[i]3rd-level College of Valour feature[\/i]\r\n\r\nAt the start of each of your turns you gain 5 temporary hit points. These hit points increases when you reach certain levels in this class; to 10 temporary hit points at 6th level, and 15 temporary hit points at 14th level.\r\n\r\n[h2]Extra Attack[\/h2]\r\n[i]6th-level College of Valour feature[\/i]\r\n\r\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nMoreover, you can cast a cantrip in place of one of those attacks.\r\n\r\n[h2]Persistent Inspiration[\/h2]\r\n[i]6th-level College of Valour feature[\/i]\r\n\r\nWhen a creature expends a bardic inspiration dice that is a d6 or larger, you can use your reaction to choose one creature that is within 30 feet of you who can hear you. That creature gains a new Bardic Inspiration Dice. The die of the creatures Bardic Inspiration is one size lower than the one that was expended.\r\n\r\n[h2]Battle Magic[\/h2]\r\n[i]14th-level College of Valour feature[\/i]\r\n\r\nYou have mastered the art of weaving spellcasting and weapon and the use of it in battle. While you have temporary hit points from your Ward of Valour feature, you gain the following benefits:\r\n\r\n[ul]\r\n[li]You gain resistance to Bludgeoning, Piercing and Slashing damage.[\/li]\r\n[li]When you roll a Constitution saving throw to maintain concertation on a spell, you can treat any roll of 9 or lower as a 10.[\/li]\r\n[li]When you hit a creature with a weapon attack, that creature has disadvantage on saving throws against your spells until the start of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[h1]College of Whispers[\/h1]\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[h2]Blank Slate[\/h2]\r\n[i]3rd-level College of Whispers feature[\/i]\r\n\r\nYou gain proficiency with the disguise kit and the Charisma (Deception) skill. Your proficiency bonus is doubled for any ability check you make that uses either proficiency.\r\n\r\nIn addition, when you are subject to an effect that prevents you from lying but allows you to make a saving throw such as zone of truth, when you succeed the saving throw, the creature regards you as having failed the save and if you fail the saving throw, you can choose to succeed but the creature knows you succeeded the saving throw.\r\n\r\n[h2]Psychic Blades[\/h2]\r\n[i]3rd-level College of Whispers feature[\/i]\r\n\r\nYou gain the ability to make your attacks magically toxic to a creature\u2019s mind.\r\n\r\nWhen you hit a creature with an 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 turn. When you deal this damage, you may take the hide action as a free action before the end of your turn.\r\n\r\nThe psychic damage increases when you reach certain levels in this class, increasing to 4d6 at 5th level, 6d6 at 10th level, and 8d6 at 15th level.\r\n\r\n[h2]Words of Terror[\/h2]\r\n[i]3rd-level College of Whispers feature[\/i]\r\n\r\nYou learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\r\n\r\nIf you speak to a humanoid 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 8 hours, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While the target is frightened in this way, the creature that it is frightened of has advantage on charisma checks with the target.\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[h2]Mantle of Whispers[\/h2]\r\n[i]6th-level College of Whispers feature[\/i]\r\n\r\nYou gain the ability to adopt a humanoid\u2019s persona. When a humanoid dies within 120 feet of you, you can magically capture its shadow. You can have a number of shadows equal to your proficiency bonus. If you try to capture a shadow while you are at your limit, you can release a shadow of your choice and capture the new one.\r\n\r\nYou can use one of your shadows as an action. When you do so it 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, at which point the shadow returns to you for use at a later time. At any point, while you are disguised, you can expend a spell slot of 1st level or higher to extend the duration by 1 hour per spell slot level expended.\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\nThe disguise is not illusory, and holds out to physical inspection, although creatures with truesight can see through the disguise. You also can mimic the voice of the disguise, and you temporarily gain the skill proficiencies and languages of your disguise while you remain so.\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 use this feature to assume someone's form, you cannot do so again until you finish a long rest.\r\n\r\n[h2]Shadow Lore[\/h2]\r\n[i]14th-level College of Whispers feature[\/i]\r\n\r\nYou 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. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If you use this ability on a creature while it charmed from this feature, it automatically fails the saving throw.\r\n\r\nOn a failed saving throw, the target is charmed by you for the next 24 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 favours 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.\r\n\r\n[h1]College of the Wilds[\/h1]\r\nSome Bards are so inspired by the majesty of nature they can draw musical magic from nature itself. Often more at home in nature than on the stage, Bards who join the College of the Wilds feel a special kinship with wild plants and animals of all kinds. They can use their enchanting music to soothe even the most savage beasts, turning them from enemy to ally.\r\n\r\n[h2]Friend of Nature[\/h2]\r\n[i]3rd-level College of the Wilds feature[\/i]\r\n\r\nYou have gained the skills to charm and subdue wild plants and animals of all kinds. You gain proficiency in both Animal Handling and Performance and whenever you would make a Wisdom (Animal Handling) check you can choose to make a Charisma (Animal Handling) check instead.\r\n\r\nAlso, whenever you cast an enchantment spell from the Bard spell list that can target a humanoid, you can choose to target beasts and plants with that spell as well.\r\n\r\n[h2]Primal Inspiration[\/h2]\r\n[i]3rd-level College of the Wilds feature[\/i]\r\n\r\nYour bardic magic can bestow primal on others. As a bonus action, you can expend a use of Bardic Inspiration and grant one of the effects below to one creature of your choice within 60 feet that can hear you. The abilities last for 1 hour, but they end early if the creature uses a bonus action to end it,\r\nif you grant it another ability, or it is incapacitated:\r\n\r\n[h3]Flight of the Squirrel[\/h3]\r\nThe creature sprouts lightweight flaps or fins. When it falls,\r\nit subtracts 60 feet from its fall when calculating fall damage, and it can move horizontally 2 feet for every 1 foot it falls.\r\n\r\n[h3]Grip of the Monkey[\/h3]\r\nThe creature gains the ability to grip almost any surface. It gains a 30-foot climbing speed and it has advantage on any Strength (Athletics) checks it makes to grapple creatures.\r\n\r\n[h3]Resilience of the Forest[\/h3]\r\nThe creature's skin becomes rough and bark-like. It gains the benefits of the barkskin spell for the duration.\r\n\r\n[h3]Speed of the Deer[\/h3]\r\nThe creature's legs grow limber and its pace quickens. Its movement speed increases by 15 feet.\r\n\r\n[h3]Swiftness of the Dolphin[\/h3]\r\nThe creature grows webbing between its digits. It gains a 30-foot swimming speed and it can hold its breath for 1 hour.\r\n\r\n[h2]Wild Companion[\/h2]\r\n[i]6th-level College of the Wilds feature[\/i]\r\n\r\nAt the end of a long rest, you can call a creature of the wild to your side. One beast or plant of your choice native to the area appears. It is friendly to you and obeys you completely. In combat, it shares your turn in initiative order. It can move and use its reaction on its own, but it can only take the dodge action unless you use your bonus action to command it to take an action from its stat block or another action.\r\n\r\nYour Bard level determines the maximum CR of the beast or plant you can summon, as shown in the table below:\r\n\r\n[u]Bard Level | Max. CR | Example Companions[\/u]\r\n\r\n[ul]\r\n[li][b]6th [\/b]| 1 | [i]Brown Bear, Vine Blight[\/i][\/li]\r\n[li][b]14th [\/b]| 2 | [i]Awakened Tree, Giant Elk[\/i][\/li]\r\n[li][b]17th [\/b]| 4 | [i]Elephant, Giant Scorpion[\/i][\/li]\r\n[\/ul]\r\n\r\nIf your companion has died within the past hour, you can touch it and expend a spell slot of 1st-level or higher and it returns to life with all of its hit points restored. You can only control one Companion at a time with this feature. Calling a second Companion causes the first to flee into the wild.\r\n\r\n[h2]Soothe the Savage Beast[\/h2]\r\n[i]14th-level College of the Wilds feature[\/i]\r\n\r\nYour mastery of music allows you to soothe any creature, no matter how savage it is. You can target aberrations, dragons, giants, monstrosities with enchantment spells that normally can only target humanoids.\r\n\r\nYou also learn dominate beast, but it doesn't count against your total number of Spells Known.\r\n\r\n\r\n\r\n\r\n\r\n","table_data":"Level | Proficency Bonus | Features | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th\r\n1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | -\r\n2nd | +2 | Jack of All Trades, Magical Inspiration | 2 | 5 | 3 | - | - | - | - | - | - | - | -\r\n3rd | +2 | Bard College, Bardic Lore, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | -\r\n4th | +2 | Ability Score Improvement, Bardic Versatility | 3 | 7 | 4 | 3 | - | - | - | - | - | - | -\r\n5th | +3 | Bardic Inspiration (d8), Inspiring Example | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | -\r\n8th | +3 | Ability Score Improvement, Bardic Versatility | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | -\r\n9th | +4 | - | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | -\r\n10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | -\r\n11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12th | +4 | Ability Score Improvement, Bardic Versatility | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13th | +5 | - | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n16th | +5 | Ability Score Improvement, Bardic Versatility | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n17th | +6 | - | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | Magical Secrets, Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement, Bardic Versatility | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Words of Creation | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"","jsondata":"","tags":"class","isShared":"on","templateId":"5460","blockId":"1439687","world":"fb51b31b-eb18-4813-853d-76cf0c34a479","folder":"29506"}