Bard
Bard Subclasses
| Bard College | Description |
|---|---|
| College of Choirs | Sings with thunderous, magic power |
| College of the Drum Corps | Commands compatriots in battle |
| College of Epics | Magically writes the story of the adventure as it transpires |
| College of Heraldry | Rallies allies under a banner and is an expert on cultures and customs |
| College of Jesters | Revels in comedic antics and foolery |
| College of Protest | Aids in the fight against oppressive creatures and ideals |
| College of Seafaring | Sings shanties to help in physical labor and affect the weather |
| College of Theatre | Completely transforms into another person through acting |
| College of Arcana | Studies the arcane in depth |
| Villainous Class Option: College of Demoralization | Saps the very will to fight or even live from opponents |
| A Song of Ice and Fire: College of the Citadel | A reflavored College of Lore bard |
College of Choirs
The Words of Creation that brought the multiverse into existence was a song too beautiful and powerful to comprehend. This is what the the College of the Voice teaches. They also teach you how to access this ancient, powerful magic through singing. By using your natural musical instrument, you can harness magic on a more personal level.
Vocal Training
3rd-level College of Choirs feature
When you join the College of Voice, you receive intense vocal training. Your voice now counts as a musical instrument, and you are proficient with it.
Aria Arcana
3rd-level College of Choirs feature
You can use your voice as an arcane weapon. When you cast a spell that forces a creature to make a saving throw, you can expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and dealing thunder damage equal to the result to each creature forced to make a saving throw.
Versatile Virtuoso
6th-level College of Choirs feature
You have learned to emulate the keen of a banshee, the songs of sirens, or a magical lullaby. When you cast a spell that forces a creature to make a saving throw to resist being charmed, deafened, frightened, or unconscious, any target of the spell has disadvantage on its first saving throw made against the spell if it can hear you throughout the entire casting time.
Harmony/Dissonance
14th-level College of Choirs feature
Your voice can amplify or diminish another spellcaster’s spell. As a reaction when another creature within 60 feet of you casts a spell, you may either add a number equal to your Charisma modifier to either the DC or attack roll of the spell or subtract a number equal to twice your Charisma modifier to either the DC or attack roll of the spell. You must be able to speak to use this feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
College of the Drum Corps
Many armies utilize musical instruments to help convey orders over the din of a chaotic battle, and the College of the Drum Corps trains bards to enhance this role with their magical music. While the primary role is to signal orders on the battlefield, they may also liaison when opposing sides discuss terms or perform in military ceremonies. As such these bards are highly valued for their utility in battle. Being trained for the military means bards of this school are usually more regimented and disciplined than most of their colleagues, often having held officer ranks or other leadership positions. While drums are the most prevalent of the instruments used, flutes, horns, and bagpipes are all common as well.
Bonus Proficiencies
3rd-level College of the Drum Corps feature
You Drum Corps training has made you prepared for battle. You gain proficiency with martial weapons, medium armor, and one musical instrument of your choice from bagpipes, drum, flute, or horn.
Fortissimo
3rd-level College of the Drum Corps feature
You can project your sound over the clamor of combat. The range of your Bardic Inspiration feature increases from 60 to 150 feet, and can not be drowned out by any other sound.
Musical Code and Calls
3rd-level College of the Drum Corps feature
You have developed a musical code and honed your musical performance to allow the code to be nearly indistinguishable from your regular playing. You can communicate secretly to those whom you have taught your musical code by playing on a musical instrument. Anyone else would need to succeed on an Wisdom (Perception) check (DC equal to your Charisma score + your proficiency bonus) to realize a code was being communicated through your music and an Intelligence check (DC equal to your Charisma score + your proficiency bonus) to decipher the code.
Your musical code can be used to issue commands to your allies in battle, spurring them into action. As an action, you can expend a use of Bardic Inspiration to issue one of the musical calls listed below. The musical call affects a number of creatures of your choice within 150 feet of you that can hear you equal to your Charisma modifier (minimum of 1) until the end of your next turn. On subsequent turns, you can use your action to continue playing a musical instrument to extend the duration of the effect on the targeted creatures until the end of your next turn, provided they still are in range and can hear you.
Attention. Targeted creatures cannot be surprised and have advantage on Wisdom (Perception) checks.
Drill Call. Targeted creatures have advantage on saving throws to resist exhaustion.
Charge. Targeted creatures can take the Dash action as a bonus action.
Fatigue Call. Targeted creatures can take the Use an Object action as a bonus action.
Retreat. Targeted creatures can take the Disengage action as a bonus action.
Sick Call. Targeted creatures have advantage on saving throws against disease or the blinded, deafened, paralyzed, or poisoned condition.
To Arms. Targeted creatures may make a single attack as a bonus action, if they did not take the Attack action on their turn.
Extra Attack
6th-level College of the Drum Corps feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Drum Major
14th-level College of the Drum Corps feature
When you issue one of your musical calls as an action, you no longer need to expend a use of Bardic Inspiration.
College of Epics
Bards of the College of Epics value stories heroics and trials. Tales of great struggles against monsters and one’s own faults. And these poets know the best tales of derring-do and personal discovery are those that truly happened. These bards seek adventure and tribulation in order to write the stories as they happen and make sure they are appropriately grand and triumphant. By resonating with the echoes of the Words of Creation, you can help author your own story and those of your companions. Although when finally written to the page, sometimes the invented addition of a good embellishment or twist makes for a better story.
Peripeteia
3rd-level College of Epics feature
You can attempt to avert defeat and ensure a triumph. When a creature other than yourself within 60 feet and who can hear you fails an ability check, attack roll, or saving throw, you may use your reaction expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding it to the roll.
Tales of Renown
3rd-level College of Epics feature
You gain a magic book which details your exploits and how your inspiration was used. From now on when someone uses your Bardic Inspiration, it will also be recorded magically in the book. If you lose the book, you may over the course of a short rest turn any other book or collection of papers into your new book of renown which fills with the tales of your lost book. Your previous book is destroyed by this process.
You may also use the book to help shape events. You may take 1 minute to write in your book detailing an outcome you wish to transpire. This event must be the result of an ability check, attack roll, or saving throw. If an event corresponding to to what you wrote occurs within the next hour, the ability check, attack roll, or saving throw is made with advantage or disadvantage, depending on what outcome you wrote. Vague descriptions of events will often never result in granting advantage and disadvantage to a roll, so do best to specify the actions and creatures involved.
Once you use this feature of your book, you can't use it again until you finish a long rest.
Inspiring Oneself
6th-level College of Epics feature
Reflecting on the tales of renown chronicled in your book refuels your inspiration. As an action, you may read heroic deeds from your book and regain all uses of your Bardic Inspiration dice temporarily. All uses of Bardic Inspiration gained with this feature not used within 1 minute are lost.
Once you use this feature, you can't use it again until you finish a long rest.
Inspire and Compose
14th-level College of Epics feature
You can write the battle as it occurs. When you inspire a creature as a bonus action, the target may also immediately use its reaction to make an action of your choice. The action can be the Attack (one weapon attack only), Dash, Search, or Use an Item action.
College of Heraldry
Those in the College of Heraldry are specifically trained to address the courts of the land. They are learned in protocols, customs, languages, and noble family histories of various lands, as well as heraldry - the art of studying, devising, and blazoning coats of arms. Ambassadors, emissaries, heralds, genealogists, bannermen, civil servants, advisers - these bards can hold many functions in relation to the court.
Although, however useful schooling to become a representative of a court may be, training for a specific profession may not be in the mind of a student of this college. Many bards simply wish to travel the wide world and experience other cultures, and the College of Heraldry can provide the necessary education for such sojourns, allowing a wanderer to enter foreign territories and be welcomed with ease amongst its peoples.
Court Etiquette and Local Customs
3rd-level College of Heraldry feature
You are well studied in the various regions of the world. You learn three languages of your choice and have advantage when making Intelligence (History) checks related to remembering the court etiquette or local customs of a region.
A member of the College of Heraldry is oft welcome in courts to see high ranking officials such as generals, mages, and royalty. If you and your college are in good standing with the officials, you will be granted an audience and be given priority to do so.
You are also very good at sussing out the local knowledge and gossip. By spending at least an hour chatting and carousing with the locals you learn any pertinent information or salacious rumors of the area.
College of Jesters
Court jesters are often looked down upon as fools and bunglers, but the College of Jesters teaches how to ingratiate through humor and survive through acts of buffoonery. It is often the jester that is able to tell the truth to queens and emperors through their quick wit when they might not listen otherwise. Saying things others would not dare think, less they invoke the wrath of a monarch.
Of course a jester need not always serve a court. They may travel with actor troupes or by themselves, delighting towns big and small a like. Jesters can become beloved by both royal and common folk through their antics.
Bonus Proficiencies
3rd-level College of Jesters feature
When you join the College of Jesters, you gain proficiency with the disguise kit and one skill of your choice from Acrobatics, Performance, or Sleight of Hand.
Roast
3rd-level College of Jesters feature
Starting at 3rd level, your biting humor can cut to the quick, but also ingratiate yourself with others. You learn the cantrip vicious mockery. If you already know this cantrip, you learn a different bard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
Additionally, when you cast vicious mockery you may choose one of the following effects:
- If the target failed its saving throw, you may concentrate on the spell for up to 1 minute. While concentrating, whenever the target of the spell fails on an attack roll, is damaged, or falls prone within 60 feet of you, you may use your reaction to mock it again, forcing it to make a Wisdom saving throw. On a failure, it suffers the spell’s effects again. On a success, the spell ends.
- If the creature is not hostile, you may choose to not deal damage. Instead on a failed save, the creature is charmed by you for 1 minute. On a successful save, it becomes hostile and acts as is appropriate to being insulted.
Clown's Evasion
6th-level College of Jesters feature
Your trained clowning agility can let you bumble out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to fall prone. If so, you take no damage if you succeed on the saving throw, and only half damage if you fail.
Juggling Act
14th-level College of Jesters feature
You may use one action to take the Attack, Cast a Spell, and Use an Object actions as well as perform up to 5 of the actions listed in the “Interacting with Objects Around You” sidebar (see pg. 190 of the Player's Handbook). Make a Dexterity (Acrobatics) check to attempt to juggle all the necessary items as you swiftly perform each action. If you succeed against a DC of 20, you perform all actions. If you fail on a DC of 20, your spell fails and has no effect, expending the spell slot. If you fail on a DC of 15, you also throw the object, unused, 20 feet in a random direction. If you fail on a DC of 10, you also attack yourself by mistake. If you fail on a DC of 5, you also fail to perform any of the actions as a part of interacting with objects and all the objects you were holding fall on your head.
You have three uses of this feature. If you fail on a DC of 10, you regain one use of this feature. You regain all expended uses when you finish a long rest.
College of Protest
Bards of this college help fight against wrongs perpetrated by the power structures of the world, be they oppressive rulers, unjust laws, corrupt guilds, controlling religions, prejudicial societies, or any manner of institutions that hold sway over peoples. Either with alleviating a specific grievance or promoting greater social change, a College of Protest bard will be there helping. Songs and slogans can give movements coherent messaging and a strong emotional resonance, and the power of any creature's voice is amplified in song.
Bonus Proficiencies
3rd-level College of Protest feature
While your words are your most effective weapon, you must be prepared to fight. You gain proficiency with medium armor, shields, and martial weapons.
Inspiring Resistance
3rd-level College of Protest feature
Your words can help free a creature under the thralls of an oppressive force. When you target a creature under the effect of a failed saving throw with Bardic Inspiration, it may immediately reroll the saving throw ending the effect on a success.
Common Cause
6th-level College of Protest feature
You may take 1 hour to create a special artistic work, such as a song, satirical drawing, or piece of rhetoric, in support of a specific cause or goal, such as overthrowing a corrupt sheriff, finding a missing person, or legalizing phylacteries. After the hour, roll a Charisma (Performance) check. Whenever you or one of your companions makes a Charisma (Persuasion) check to gain support for the same cause, the result of the Charisma (Performance) check may be used instead. The Charisma (Performance) check may be used in this way until you make another special artistic work for a cause.
Once you create a special artistic work for a cause, you can't do so again for 7 days.
Common Enemy
6th-level College of Protest feature
You will invariably invoke the ire of the powerful, but you can do so to the benefit of others. As an action, each creature of your choice within 60 feet of you that can see or hear you must make a Wisdom saving throw against your bard spell save DC. On a failure, a target becomes temporarily fixated on you. It becomes indifferent to other creatures it was hostile to and has disadvantage on attack rolls against them or Wisdom (Perception) checks made to perceive them. These effects last for 1 minute or until a creature other than you attacks or does something harmful to it or one of its companions.
Once you use this feature, you can't use it again until you finish a long rest.
Hold Strong
14th-level College of Protest feature
You can fill those around you with the resolve to endure the upcoming hardships. As an action, you perform a song of strength and resilience that gives temporary hit points to creatures of your choice within 60 feet of you that can hear you. Each target gains temporary hit points equal to half its hit point maximum or your bard level whichever is greater. The temporary hit points last until the end of your next turn, and while a creature has these temporary hit points it has advantage on all saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
College of Seafaring
The 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.
Bards 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.
Bonus Proficiencies
3rd-level College of Seafaring feature
You 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.
Shanty Call and Response
3rd-level College of Seafaring feature
You 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:
- Its movement speed increases by 5 feet plus a number of feet equal to the number rolled.
- The next ability check it makes using Strength or attack roll using Strength or Dexterity gains a bonus equal to the roll.
You 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.
Song of Fair Travel
6th-level College of Seafaring feature
Your 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.
Song of Storms
14th-level College of Seafaring feature
Just 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.
Once you choose one of the options with this feature, you can't choose that option again until you finish a long rest.
Wind Gales. 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.
At the beginning of your subsequent turns, you may change the direction of the wind.
Rain Torrent. 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.
At the beginning of your subsequent turns, you may move the area 10 feet in any direction.
Lightning Strikes. 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.
At 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.
College of Theatre
The College of Theatre instructs its pupils in the craft of acting. This can encompass the varying methods one can use to get into the mind of a character and convince the audience of a performance as well as various subsets to aid in acting such as vocal training, improvisation, psychotechnique, stunt work, and rhetoric. Not to mention the secondary education that role playing and assuming the characteristics of another person can teach about the nature of people. This wide range of disciplines attracts tangential professions such as puppeteers, orators, comedians, and daredevils as well as actors to hone their craft at the College of Theatre.
Whether treading the boards in dilapidated playhouses, projecting to the stands of grand amphitheaters, putting on a show in open pastures just outside of town, or performing on street corners, to find a role and craft a performance that enchants an audience is what these bards seek.
All the world’s a stage,
And all the men and women merely players;
They have their exits and their entrances,
And one man in his time plays many parts,
--- the Bard of Avon
Bonus Proficiencies
3rd-level College of Theatre feature
When you join the College of Theatre, you gain proficiency with the disguise kit and Performance.
Stagecraft
3rd-level College of Theatre feature
You learn some minor magic to aid with your theatrics. You gain one of your choice from the dancing lights, minor illusion, prestidigitation, or thaumaturgy cantrips. The cantrip counts as a bard cantrip for you but doesn't count against your number of cantrips known.
Trained Thespian
3rd-level College of Theatre feature
Your acting becomes more convincing. Whenever you are playing another person and make a Charisma (Deception) or Charisma (Performance) check, you may expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the check. You can choose to use this feature after you make your d20 roll, but before the DM determines whether the ability check succeeds or fails.
Your acting also elevates the portrayal of another actor. If another creature would make a Charisma (Deception) or Charisma (Performance) check in concordance with a Charisma (Deception) or Charisma (Performance) check you've made within the last minute, it gains a bonus to the check equal to your Charisma modifier + a roll of your Bardic Inspiration die. This roll does not expend a use of your Bardic Inspiration.
Death Scene
6th-level College of Theatre feature
Your acting can help you avoid danger. As a reaction to taking damage, you may fall prone, feigning death. You make a Charisma (Performance) check contested by a Wisdom (Insight) check of any hostile creature that can see or hear you. If you are below half your hit points, your check is made with advantage. On a success, you are believed to be dead. You have advantage on attack rolls against creatures who believe you to be dead, and those creatures have disadvantage on saving throws against your spells.
You cannot use any movement while feigning death. Each time you take an action while feigning death, you must remake the check against any targets of the action and any creature within 30 feet of you. Each time you take damage, you must make a Constitution saving throw against a DC equal to 10 or half the damage you take, whichever number is higher. On a failed save, each creature within 100 feet of you knows you are not dead.
Become the Part
14th-level College of Theatre feature
Your ability to embody a creature is able to transmute your very abilities. By taking 1 hour to prepare, you may turn into another humanoid that you are aware of or is of your own creation and has a challenge rating or level that is less than your level. Your game statistics, including mental ability scores, are replaced by the statistics of the humanoid. At the DM's option, you may turn into a humanoid whose challenge rating or level is equal to or greater than your level, but only gain game statistics of the humanoid as if it were of a challenge rating or level less than your level. You retain your alignment and personality. Your preparation also gives you any information about the humanoid that would be generally known.
You determine the ability scores of a humanoid of your own creation by using the Variant: Customizing Ability Scores (see pg. 13 in the Player's Handbook). All other options for a humanoid of your own creation available to you, such as race, background, class, subclass, spells known, etc., are chosen by you. You do not gain any equipment based on these choices.
You assume the hit points of your new form, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You may retain this form for as long as you can maintain concentration (as if concentrating on a spell). At the end of each hour in this form, you must succeed a DC 10 concentration check or revert to your normal form.
Once you use this feature, you cannot use it again until you finish a long rest.
College of Arcana
While every bard learns magic and arcana, the College of Arcana is focused intently on the nature of magic, and how the Primordial Word of Creation relates with the Weave of Magic. They can specialize in spell creation, the history of magic, the classification of the schools of magic, or other fields related to the esoteric arts.
They can be found anywhere new magics are being formed or magical secrets need to be unraveled.
Arcane Inspiration
3rd-level College of Arcana feature
You gain proficiency in Arcana. Also when a creature uses your Bardic Inspiration for a spell attack roll, saving throw versus magic, spellcasting ability check, or an Intelligence (Arcana) check, it may roll the Bardic Inspiration die twice and take either result.
Arcane Recovery
3rd-level College of Arcana feature
You have learned to regain some of your magical energy by connecting to the ephemeral music of magic. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your bard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level bard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Magical Secrets
6th-level College of Arcana feature
You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Arcane Study
14th-level College of Arcana feature
When you complete a long rest, you may change one bard spell you know with another from the bard spell list that is of a level you can cast, as shown on the Bard table.
Villainous Class Options
This subclass is from a series of subclasses based on the Villainous Class Options on pg. 96 of the Dungeon Master's Guide.
You can find more Villainous Class Options here.
Villainous Class Option: College of Demoralization
While most bards are known for inspiring their fellow compatriots, the bards of the College of Demoralization are taught ways to demoralize adversaries. By sapping the very will to fight or even live, these bards are able to help conquer a peoples in a war effort, allow a dictator to subjugate the masses, or break someone for their own personal ambitions.
Dispirit
3rd-level College of Demoralization feature
You have learned to turn your inspiration into discouragement. As a bonus action, you can expend a use of your Bardic Inspiration to attempt to demoralize a creature within 60 feet of you who can hear you. The target must make a Wisdom saving throw against your bard spell save DC. On a failure, you choose either ability checks, attack rolls, or saving throws. For the next minute or until your concentration is broken (as if you were concentrating on a spell), when the creature makes the chosen roll, it must roll the Bardic Inspiration die and subtract it from the roll.
Pain
6th-level College of Demoralization feature
Your subjugation of a creature pains its psyche. At the start of a creature's turn for the first minute it is under the effects of your Dispirit feature or blinded, charmed, deafened, frightened, exhausted, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, or stunned by one of your spells, you may choose to deal psychic damage to it equal to 1d6 plus your Charisma modifier. This damage does not end the condition or spell if it normally would.
When you reach 14th level in this class, the damage you deal increases to 2d6 plus your Charisma modifier.
Loss of Will
14th-level College of Demoralization feature
A creature's will to live can evaporate around you. Whenever an enemy creature is 25 hit points or below and ends its turn within 10 feet of you, it must succeed on a Wisdom saving throw against your bard spell save DC or die.
A Song of Ice and Fire Subclasses
This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.
You can find more subclasses inspired by A Song of Ice and Fire here.
A Song of Ice and Fire: College of the Citadel
The Citadel is where maesters -- the scholars in service to the nobility and people of Westeros -- are trained. You can find boys and men of low and high birth status from all over the Seven Kingdoms studying at the Citadel, and though the Citadel would never admit it, you may find some girls and women who have disguised themselves in order to seek knowledge there.
When a student has mastered a subject to the satisfaction of an archmaester, he is awarded a link of a metal representing knowledge of that subject. With more links he begins to form his maester's chain. Most who start their studies won't complete their chain, either growing aged as they continue their study or simply leaving to pursue other aspects of the world. Your leaving may have something to do with the magic you have managed to learn. Viewed as a force lost since the end of Valyria or a myth that never really existed, magic is wholly suppressed by almost all the archmaesters of the Citadel.
Forging Your Chain
3rd-level College of the Citadel feature
You begin to forge a maester's chain, a symbol of both the knowledge you've mastered and that you serve not yourself but all of Westeros. Pick two skills to gain proficiency with from Animal Handling, Arcana, History, Medicine, Religion, or Nature. You pick one additional proficiency to gain from this list at 6th level and 14th level.
Each proficiency has a corresponding spell you may cast as a ritual (as described in chapter 10 of the Player's Handbook) while you posses your maester's chain.
Chain Link
| Proficiency | Metal Link | Spell |
|---|---|---|
| Animal Handling | Black iron | speak with animals |
| Arcana | Valyrian steel | detect magic |
| History | Copper | comprehend languages |
| Medicine | Silver | detect poison and disease |
| Religion | Platinum | ceremonyXGE |
| Nature | Pewter | locate animals or plants |
Variant: Alternative Spells
For players who do not have access to Xanathar's Guide to Everything, the chain link spell ceremony can be replaced with purify food and drink.
Service
3rd-level College of the Citadel feature
You have begun your life of service to others. When you grant a friendly creature one of your Bardic Inspirations, the target also benefits from the Help action. If you aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you.
Higher Mysteries
6th-level College of the Citadel feature
You have developed ways to hide or end magic akin to the Citadel's censorship. You learn the counterspell, dispel magic, and Nystul's magic aura spells. These spells count as bard spells for you but don’t count against the number of bard spells you know.
Archmaester
14th-level College of the Citadel feature
When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.