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### College of Linguistics Bards of the College of Linguistics strive to unravel the mysteries of languages. From studying the rhymes of foreign ballads to examining the structure of poetry and prose, these bards use their knowledge of many languages to piece together otherwise obscure connections and meanings. Often they can be found working as translators or editors, honing their skills and contributing to academia and the arts alike. #### Foreign Incantation When you join the College of Linguistics at 3rd level, you learn three languages of your choice. Additionally, you learn to use the properties of languages as you know to alter your incantations and inspiration. Choose 3 languages that you know. You learn the incantations associated with those languages. When you inspire a creature or cast a spell that involve a verbal component, you can use one of the incantations. #### Linguistic Twist At 6th level, you learn two more languages of your choice, and the foreign incantations associated with those languages. You can disguise a spell's verbal component as part of natural speech. A creature attempting to notice your spell's verbal component must make a Wisdom (Insight) check against your spellcasting save DC. On a successful check, they notice that you are casting a spell. Additionally, when you cast a spell that involves a limited number of words (such as *command* or *magic mouth*), you can double number of words you are limited to. #### Wordsmith Starting at 14th level, your grasp of the fundamentals of linguistics is complete. You can cast *tongues* and *comprehend languages* at will, learn two more languages of your choice, and learn the foreign incantations for all languages you know. Additionally, when you complete a long rest, you can choose a number of creatures up to your Charisma modifier (minimum 1) to learn a secret language created by you. Until they complete their next long rest, each of those creatures can speak, read, and write using your secret language, which is unintelligible to all other creatures. This language can still be deciphered by the *comprehend languages* spell. \columnbreak ## Incantations The incantations are listed in alphabetical order. ##### Abyssal ***Spell.*** When you cast a spell that requires concentration, you gain resistance against cold, fire, and lightning damage while you are concentrating on the spell. ***Inspiration.*** When you inspire a creature, the target of your Bardic Inspiration gains resistance against cold, fire, and lightning while they have the Inspiration Die. ##### Aquan ***Spell.*** When you cast a spell that requires concentration, you gain the ability to walk across liquid surfaces while you are concentrating on the spell. ***Inspiration.*** When you inspire a creature, the target of your Bardic Inspiration gains the ability to walk across liquid surfaces while they have the Inspiration Die. ##### Auran ***Spell.*** When you cast a spell that requires concentration, your movement speed increases by 5 feet for each level of spell slot used to cast the spell while you are concentrating on the spell. ***Inspiration.*** When you inspire a creature, the target of your Bardic Inspiration gains a 5 feet increase to movement speed while they have the Inspiration Die. ##### Celestial ***Spell.*** When you cast a spell that restores hit points to a creature other than you, you regain hit points equal to the spell's level + your Charisma modifier. ***Inspiration.*** When you inspire a creature, you regain hit points equal to your Charisma modifier. ##### Deep Speech ***Spell.*** If you fail the check to maintain concentration of a spell, each creatures within 5 feet of you takes 1d6 psychic damage for each level of spell slot used to cast the spell. ***Inspiration.*** When you inspire a creature, each creature within 5 feet of the target of your Bardic Inspiration takes 1d6 psychic damage when they use their Inspiration die. ##### Draconic ***Spell.*** When you cast a spell that requires concentration, you gain a number of temporary hit points equal to the spell's level + your Charisma modifier, which last until you stop concentrating on the spell. ***Inspiration.*** When you inspire a creature, the target of your Bardic Inspiration gains temporary hit points equal to your Charisma modifier while they have the Inspiration Die. \pagebreakNum ##### Ignan ***Spell.*** When you cast a spell that requires concentration, you can shroud yourself with flames. While you maintain concentration on that spell, a creature that touches you or hits you with a melee attack while within 5 feet of you takes fire damage equal to the spell's level + your Charisma modifier. ***Inspiration.*** When you inspire a creature, each creature within 5 feet of the target of your Bardic Inspiration takes 1d6 fire damage when they use their Inspiration die. ##### Infernal ***Spell.*** When you deals damage to a creature with a spell, you can infuse it with hellish energy. Choose one creature that took damage from the spell. Any healing the target receives until the start of your next turn is reduced by 1d4 for each level of spell slot used to cast the spell. ***Inspiration.*** You can attempt to inspire a hostile creature. That creature must make a Wisdom saving throw against your spellcasting save DC or have any healing it receives reduced by your Inspiration Die. The creature can repeat the saving throw at the start of its turn, ending the effect on a success. \columnbreak ##### Terran ***Spell.*** When you cast a spell that requires concentration, you can strengthen your connection to the ground. While you maintain concentration on that spell and are standing on earth or stone, you cannot be pushed or knocked prone. ***Inspiration.*** When you inspire a creature, the target of your Bardic Inspiration cannot be pushed or knocked prone if they are standing on earth or stone while they have the Inspiration Die. ##### Sylvan ***Spell.*** When you cast a spell while within 60 feet of a plant, you can cast the spell as though you were in the plant's space, but you must use your own senses. ***Inspiration.*** When you inspire a creature within 60 feet of a plant, you can inspire as if you were in the plant's space, but you must use your own senses.
##### Art from [Steven Belledin](http://www.stevenbelledin.com/)