My Documents
Become a Patron!
# Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them. Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
##### The Bard | Level | Proficiency Bonus | Features | Bardic Inspiration | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Bardic Inspiration | d6 | 2 | 4 | 2 | - | - | - | - | - | - | - | - | | 2nd | +2 | Jack of All Trades, Song of Rest | d6 | 2 | 5 | 3 | - | - | - | - | - | - | - | - | | 3rd | +2 | Bard College, Expertise | d6 | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | | 4th | +2 | Ability Score Improvement | d6 | 3 | 7| 4 | 3 | - | - | - | - | - | - | - | | 5th | +3 | Font of Inspiration | d8 | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - | | 6th | +3 | Bard College Feature | d8 | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - | | 7th | +3 | Countercharm | d8 | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 8th | +3 | Ability Score Improvement | d8 | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - | | 9th | +4 | Expertise | d8 | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | | 10th | +4 | Magical Secrets | d10 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | | 11th | +4 | — | d10 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 12th | +4 | Ability Score Improvement | d10 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 13th | +5 | — | d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 14th | +5 | Magical Secrets, Bard College Feature | d10 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 15th | +5 | — | d12 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | +5 | Ability Score Improvement | d12 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | +6 | — | d12 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Magical Secrets | d12 | 4 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | d12 | 4 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Superior Inspiration | d12 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
\pagebreakNum ## Class Features As a bard, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per bard level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - **Tools:** Three musical instruments of your choice - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose any three #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rapier, *(b)* a longsword, or *(c)* any simple weapon - *(a)* a diplomat’s pack or *(b)* an entertainer’s pack - *(a)* a lute or *(b)* any other musical instrument - Leather 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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list. #### Cantrips You 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. Whenever you gain a level in this class you may replace one of your cantrips with another from the bard spell list. #### Spell Slots The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot. \columnbreak #### Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma 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. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier #### Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag. #### Spellcasting Focus You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells. ### Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You 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. Your Bardic Inspiration die changes when you reach certain levels in this class as shown in the class table. \pagebreakNum ### Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. ### Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points equal to a roll of your bardic inspiration die. This does not expend a use of bardic inspiration, and you do not need to have any uses of bardic inspiration remaining to use this ability ### Bard College At 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. ### Expertise At 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. Choose two more at 9th level. ### Ability Score Improvement When 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. ### Countercharm At 7th level, your inspiration can disrupt mind-influencing effects. If one or more creatures you can see within 60 feet (including yourself) must make a saving throw against an effect that causes the charmed or frightened condition, you may use your reaction to attempt to bolster those creatures against the effect, providing advantage on the saving throws. \columnbreak ### Magical Secrets By 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. The chosen spells count as bard spells for you and do not count against the number of spells known in the column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level. ### Superior Inspiration At 20th level, when you roll initiative, regain two uses of your bardic inspiration up to your maximum. When a creature uses a bardic inspiration die provided by you, they may roll the die twice and take the better result. \pagebreakNum ## College of Creation ### Note of Potential At 3rd level, when you give a creature a Bardic Inspiration die, you can create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, star, flower, or another symbol of art or life you choose. When 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: * ***Ability Check.*** The creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. * ***Attack Roll.*** The target of the attack 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 the number rolled on the Bardic Inspiration die. * ***Saving Throw.*** The creature gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier. ### Performance of Creation Also at 3rd level, as an action, you create one nonmagical item of your choice in an unoccupied space within 10 feet. The gp value of the item can't 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. Once you create an item with this feature, you can't 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. The 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). ### Animating Performance By 6th level, as an action, you can target a Large or smaller nonmagical item you see within 30 feet and animate it. The animate item uses the Dancing Item stat block. 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. 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 use a bonus action on your turn to command it to take another action. If you are incapacitated, the item can take any action of its choice, not just Dodge. When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action. Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time. ___ > ## Dancing Item >*Large or smaller construct* > ___ > - **Armor Class** 16, Natural Armor > - **Hit Points** 10 + 5 times your bard level > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|4 (-3)|10 (+0)|6 (-2)| >___ > - **Damage Immunities** Poison, psychic > - **Condition Immunities** Charmed, exhaustion, poisoned, frightened > - **Senses** Darkvision 60 ft., passive Perception 10 > - **Languages** Understands languages you speak > - **Proficiency Bonus** Your proficiency bonus > - **Immunatable Form** The item is immune to any spell or effect that would alter its form. > - **Irrepressible Dance** When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn. > ___ > ### Actions > ***Force-Empowered Slam.*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage. ### Creative Crescendo At 14th level, when 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 Small or Tiny. You are no longer limited by gp value when creating items with Performance of Creation. \pagebreakNum ## College of Eloquence ### Silver Tongue Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can choose to treat a d20 roll of 9 or lower as a 10. Once you use this feature you can not use it again until you finish a long rest. ### Unsettling Words Also at 3rd level, you 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. ### Unfailing Inspiration At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. ### Universal Speech Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again. ### Infectious Inspiration At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You 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. \columnbreak ## College of Glamour ### Mantle of Inspiration At 3rd level, once per short or long rest as a bonus action, you can spend a Bardic Inspiration die to grant yourself a wondrous appearance. Choose a number who can see you within 60 feet of you, up to a number equal to your Charisma modifier. Each of them gains 5 temporary hit points, and can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. ### Enthralling Performance Starting at 3rd level, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of humanoids within 60 feet who watched and listened, up to a number equal to your Charisma modifier. Each target makes a Wisdom save against your spell save DC or is charmed by you. While charmed, the target idolizes you, speaks glowingly of you to anyone who speaks to it, and hinders anyone who opposes you, avoiding violence unless already inclined to fight on your behalf. This effect ends after 1 hour, if a target takes damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. ### Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic. As a bonus action, you cast *Command*, without a spell slot, and take on an unearthly beauty for 1 minute or until your concentration ends. During this time, you can cast *Command* as a bonus action on each of your turns, without a spell slot. Any creature charmed by you automatically fails its save against the *Command* you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest. ### Unbreakable Majesty At 14th level, your appearance permanently gains an otherworldly aspect, making you more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, when any creature tries to attack you for the first time on a turn, they must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can't do so again until you finish a short or long rest. \pagebreakNum ## College of Lore ### Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. ### Cutting Words Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. ### Additional Magical Secrets At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. ### Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. \columnbreak ## College of Swords ### Bonus Proficiencies When you join the College of Valor at 3rd level, you gain proficiency with all armor, shields, and martial weapons. You can use a weapon or a shield you are wielding as a spellcasting focus for your bard spells. ### Fighting Style At 3rd level, choose one of the following options. You can't take a Fighting Style option more than once. * ***Dueling.*** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. * ***Two-Weapon Fighting.*** When you engage in two-weapon fighting, you can add your ability modifier to the damage of your off-hand attacks. ### Blade Flourish At 3rd level, you learn to conduct impressive displays of martial prowess and speed. When you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack you make as part of this action hits a creature, you can use one of the following Blade Flourish options. You can use only one Blade Flourish per turn. * ***Defensive Flourish.*** You expend one use of your Bardic Inspiration to cause the weapon to deal extra damage. 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. * ***Slashing Flourish.*** You expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. * ***Mobile Flourish.*** You expend one use of your Bardic Inspiration to cause the weapon to deal extra damage. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. ### Extra Attack Starting at 6th level, you may attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. ### Master's Flourish At 14th level, when you use a Blade Flourish, you can roll a d6 and use it instead of expending Bardic Inspiration. \pagebreakNum ## College of Spirits ### Guiding Whispers At 3rd level, you can reach out to spirits to guide you and others. You learn the *Guidance* cantrip, which doesn’t count against the number of bard cantrips you know, If you already know it, you may choose another cantrip to learn. For you, *Guidance* has a range of 60 feet. ### Spiritual Focus At 3rd level, you employ tools that aid you in channeling spirits. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck. Starting at 6th level, when you cast a bard spell that deals damage or restores hit points, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled. ### Tales from Beyond At 3rd level, you reach out to spirits who tell their tales through you. As a bonus action, 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’s effect or you finish a short or long rest. You 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’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC. ### Spirit Session At 6th level, you can conduct an hour-long ritual channeling spirits (which can be done during a rest) using your Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class. The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be Divination or Necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know. Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest. ### Mystical Connection At 14th level, 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. ### Spirit Tales | Die Roll | Tale of the... | |:---:|:-----------:| | 1 | ***Clever Animal.*** For 10 minutes, whenever the target makes an Int, a Wis, or a Cha check, the target can roll an extra die and add the extra die's number to the check. The extra die is the same as your Bardic Inspiration die. | | 2 | ***Renowned Duelist.*** Make a melee spell attack against a target. On a hit, they take force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. | | 3 | ***Beloved Friends.*** The target and another creature of its choice it can see within 5 feet of it gain temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier | | 4 | ***Runaway.*** The target can immediately use its reaction to teleport up to 30 feet to a space it can see. When they teleport, they can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier to use the same reaction. | | 5 | ***Avenger.*** 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. | | 6 | ***Traveler.*** The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 to its AC. | | 7 | ***Beguiler.*** 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. | | 8 | ***Phantom.*** The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, 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's next turn. | | 9 | ***Brute.*** Each creature of the target’s choice it can see within 30 feet must make a Strength save. On a failure, they take thunder damage equal to three rolls of your Bardic Inspiration die and are knocked prone. A creature that succeeds takes half damage and isn’t knocked prone. | | 10 | ***Dragon.*** The target spews fire from the mouth in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failure, or half on a success. | | 11 | ***Angel.*** The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and ends any of these conditions: blinded, deafened, paralyzed, petrified, or poisoned. | | 12 | ***Mind-Bender.*** 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. | \pagebreakNum ## College of Whispers ### Psychic Blades At 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. Once per round, when you hit a creature with a weapon attack, you can expend one use of Bardic Inspiration to deal an additional 2d6 psychic damage to that target. The damage increases at levels in this class, 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. ### Words of Terror At 3rd level, once per short or long rest, if you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear. At the end of the conversation, the target must succeed on a Wisdom save against your spell save DC or be frightened of you or another creature of your choice. The target is frightened for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. ### Mantle of Whispers At 6th level, once per short or long rest, when a humanoid dies within 30 feet of you, you can capture its shadow as a reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. It vanishes, transforming into a disguise 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. While in the disguise, you learn all information that the humanoid would freely share with an acquaintance. Such as general details on its background and personal life, but not secrets. Another creature can see through this disguise by succeeding on an Insight check contested by your Deception. You gain a +5 bonus to your check. ### Shadow Lore At 14th level, as an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. They must make a Wisdom save against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. If the target fails its save, it is charmed by you for 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of the secret, the target is convinced you know it. While charmed, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest. ## College of Valor ### Bonus Proficiencies When you join the College of Valor at 3rd level, you gain proficiency with all armor, shields, and martial weapons. You can use a weapon or a shield you are wielding as a spellcasting focus for your bard spells. ### College of Valor Spells Your study of combat allows you to learn spells that increase your combat ability. The following spells are added to the bard spell list for you. | Spell Level | Spells | |:---:|:---:|:---|:---:| | Cantrip | *Booming Blade*, *Green-flame Blade* | | 1st | *Hunter's mark*, *Shield* | | 2nd | *Blur*, *Magic Weapon* | | 3rd | *Elemental Weapon*, *Haste* | | 4th | *Death Ward*, *Fire Shield* | | 5th | *Banishing Smite*, *Swift Quiver* | ### Combat Inspiration Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. ### Extra Attack Starting at 6th level, you may attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. ### Battle Magic At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as part of the action used to cast the spell.
8